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

Tyris watches as the eagle swoops into the chapel, then leaves empty clawed. He turns to his companions and mimes holding a box in his hands, then points to the eagle, then back to the chapel. Seeing no one else around, he quietly moves forward to investigate where the box is now and what it might contain.

[sblock="actions"]Move: To J17 and stealth check
Free: Peer into the chapel to see if I can see where the box landed
Move (Standard): Assuming I don't see anything suspicious, move toward box if I see it, or else move further in to keep looking for it.[/sblock]
 
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"Wait won secon," Spider said to Tyris. "Was it dat da bird wen in wit a box an it came out wit none, or dat it made off wit won?" He motioned with his hands, so each hand was one of the two options, making it easy for Tyris to point to the right answer.
 

"Wait won secon," Spider said to Tyris. "Was it dat da bird wen in wit a box an it came out wit none, or dat it made off wit won?" He motioned with his hands, so each hand was one of the two options, making it easy for Tyris to point to the right answer.

Tyris pauses on his way to the chapel and turns back long enough to point at the hand indicating the eagle entered with a box and left without it.
 

As Tyris reaches the steps to the chapel, it becomes clear that something is not right. A sense of otherwordly wrongness hangs over the place like a shroud. Then, from one of the holes in the floor, rising from the crypts below appears a shadowy figure, a cloaked nothingness, with only a void staring out from under its hood. It gestures and its minions appear. Piles of rubble resolve themselves into skeletons, which stand and nock arrows to their bows. Two more distant have great longbows, and three closer by smaller weapons. A shambling walking corpse squeezes out from behind one of the statues on the southern side, and a skittering swarm of rats, their eyes glowing with an evil malevolence swarms up out of the other hole.[sblock=Initiative]Tyris Initiative (1d20+5=21)
Goldenhorn Initiative (1d20+1=17)
Spider Initiative (1d20+5=6)
Zardi Initiative (1d20+1=3)

Enemies Initiative (1d20+5=19)

Tyris gets to act, then the enemies.[/sblock][sblock=Perception 19]There is another zombie hiding in the alcove at H15[/sblock][sblock=map]
ChapelEncounterStart.gif

Stairs are considered difficult terrain.
Rubble is difficult terrain. If the middle of a square is occupied by rubble, it is considered difficult terrain. A bit of rubble at the edges is just artistic license.
The altar in the center is an extra square of movement to move into an altar space. Moving from one to the other is not an issue.
The altar also provides partial cover against ranged attacks.
The pillars in the alcoves are solid and tall. It could be possible to squeeze behind one.
The fallen pillar in L-M14 is difficult terrain.
In H7 and Q12 are big holes in the floor, leading down to the chapel undercroft, which is normally entered through the structure at E7.
The brown circles outside the chapel are trees.
The grey thing at the upper left is a big rock.
The thing at the lower right is a well with a low wall around it. If you move into this square and can't fly, it's an extra square of movement to get in, and you need to make a DC 15 acrobatics check to avoid falling into the well.[/sblock][sblock=status]Goldenhorn: K20 HP 37/37, Surges 10/10, AP 1, second wind unused
Spider: K18 HP 39/39, Surges 10/10, AP 1, second wind unused
Tyris: J16 HP 29/29, Surges 7/7, AP 1, second wind unused
Zardi: J18 HP 48/48, Surges 11/11, AP 1, second wind unused

Mallaby: K19 HP 26/26, Surges 5/5, second wind unused

Rat Swarm N12 HP No Damage Taken
Shadowy Figure H8 HP No Damage Taken
Zombie A O13 HP No Damage Taken
Zombie B H15 HP No Damage Taken
Skeleton X I5 HP No Damage Taken
Skeleton Y L5 HP No Damage Taken
Skeleton 1 G13 HP No Damage Taken
Skeleton 2 N13 HP No Damage Taken
Skeleton 3 F12 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.[/sblock][sblock=Enemies]
Swarm of Rats
AC: 18 Fort: 16 Ref: 15 Will: 13
Immune to disease & poison
Half damage from melee and ranged attacks
Vulnerable 10 from area and close attacks
May not be pushed, pulled, or slid by melee or ranged attacks
Passive Perception 18
:bmelee: +9 vs. AC; 1d8+5, ongoing 3 damage (save ends)
May occupy the same space as another creature. Enemies may enter its space as difficult terrain
[sblock=Nature 14/Religion 14]
Skittering Corpse Rat Swarm
Level 4 Skirmisher
medium natural animate (swarm, undead)
[sblock=Nature 21/Religion 21]
Aura 1: the swarm makes a basic melee attack as a free action against any enemy that starts its turn within the aura.
When a character fails the saving throw against the ongoing damage from the swarm's attack for the first time, the character contracts Filth Fever, which has no mechanical effect until an extended rest.[/sblock][/sblock]Shadowy Figure
AC: 15 Fort: 14 Ref: 15 Will: 14
Immune to dazing, disease & poison
Resist 10 necrotic
Insubstantial: takes half damage from any damage source, including ongoing damage
Passive Perception 14
:bmelee: +5 vs. Will; 1d8+6 psychic damage and the target is knocked prone and can't stand up (save ends)
[sblock=Dungeoneering 13/Religion 13]
Sliver Wraith Seeker
Level 3 Controller
medium aberrant humanoid (undead)
[sblock=Dungeoneering 21/Religion 21]
Aura 2: Each enemy tha ends its turn in the aura is slowed and takes a -2 penalty to Will until the end of its next turn.
Recharge attack close burst 5 which slides the target 5 squares to a square witin the aura.
Speed is fly 6, and can hover and phase.[/sblock][/sblock]

Zombies
AC: 17 Fort: 15 Ref: 17 Will: 14
Immune to disease & poison
Resist 10 necrotic
Vulnerable 5 radiant
Passive Perception 16
:bmelee: +8 vs. AC; 1d6+5 damage
+2d6 damage to any target it has CA against
[sblock=Nature 13/Religion 13]
Skulk Zombie
Level 3 Skirmisher
medium natural animate (undead)
[sblock=Nature 21/Religion 21]
Zombie has an at-will mobile attack where it moves up to half its speed (speed 6), can make a melee attack at any point during this move, and does not provoke OA from the target of its attack while moving away from it.
Can climb (spider climb) at full speed.[/sblock][/sblock]

Longbow Skeletons (X and Y)
AC: 16 Fort: 14 Ref: 16 Will: 15
Immune to disease & poison
Resist 10 necrotic
Vulnerable 5 radiant
Passive Perception 15
:bmelee: Longsword +8 vs. AC; 1d6+4 damage (none have swords drawn)
[sblock=Nature 13/Religion 13]
Skeletal Archer
Level 3 Artillery
medium natural animate (undead)
[sblock=Nature 21/Religion 21]
Gets a +1 bonus to ranged attack rolls against the closest enemy.
Encounter Double Shot for massive damage.[/sblock][/sblock]

Shortbow Skeletons
AC: 16 Fort: 13 Ref: 14 Will: 13
Passive Perception 12
:bmelee: Shortsword +6 vs. AC; 4 damage (none have swords drawn)
[sblock=Nature 12/Religion 12]
Decrepit Skeleton
Level 1 Minion Skirmisher
medium natural animate (undead)
[sblock=Nature 19/Religion 19]
Can shift 1 square before melee or ranged attacks.[/sblock][/sblock][/sblock]
 

Tyris moves back out of the chapel and around the northeast wall, stopping just before he reaches the north entrance while he's still out of sight of the zombies.

[sblock="Actions"]Move: to E13, around the outside of the chapel, then stealth check: 1d20+7=19 - Success[/sblock][sblock="Stats"]Tyris Male Shade Executioner
Initiative: +5, Passive perception: 18, Passive Insight: 13, Senses: Darkvision

Defenses:
AC: 18, Fort: 13, Reflex: 15, Will: 16

Vitality
HP: 29/29, Bloodied: 14, Surge Value: 7, Surges Left: 7/7
Action Points: 1/1, Second Wind: unused

Languages:
Allarian

Basic Attacks:
Melee Basic Attack: +8 vs AC - Rapier 1d8+4
Ranged Basic Attack: +8 vs AC - Dagger 1d4+4

Powers:
At-Will: Garrote Strangle, Poisoned Dagger, Quick Lunge, One With Shadow, Silent Stalker
Encounter: Assassin's Strike
Item: Id Moss Powder (0/0), Bloodroot Poison (1/1), Skald's Leather Armor

Weapons:
1 Rapier: 1d8
6 Daggers: 1d4
1 Garrote: 1d4 (Both hands)

Conditions: Stealth - 19

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.
Mark of Passage: Whenever a power lets Tyris shift or teleport, he can shift or teleport 1 additional square as part of that move.[/sblock]
OOC: Thanks for posting perception scores this time :). Was gonna garrote strangle, then remembered that the stairs are difficult terrain so I can't shift 2 full squares like I was planning. Guess I'll do it next turn.
 

The shadowy figure gestures again, and his horde advances. The skeletons step up and loose their arrows. Two strike Zardi, and one hits Jarro. The other creatures likewise advance, but they wait to attack. The zombie, in particular, seems poised to strike.[sblock=Enemy Actions]Skeleton X
Move: to J6
Standard: Longbow vs. Zardi (1d20+10+1=28, 1d10+4=8)

Skeleton Y
Move: to J7
Standard: Longbow vs. Spider (1d20+10+1=13) miss

Skeleton 1
Move: to I13
Standard: Shortbow vs. Zardi (1d20+6=22) 4 damage

Skeleton 2
Move: to K13
Standard: Shortbow vs. Spider (1d20+6=17) miss

Skeleton 3
Move: to I12
Standard: Shortbow vs. Spider (1d20+6=22) 4 damage

Zombie A
Move: to M14
Standard: ready action

Rat Swarm
Move: to K12

Shadowy Figure
Move: fly to J11[/sblock][sblock=Perception 19]There is another zombie hiding in the alcove in H15[/sblock][sblock=map]
ChapelEncounterRound1.gif

Stairs are considered difficult terrain.
Rubble is difficult terrain. If the middle of a square is occupied by rubble, it is considered difficult terrain.
A bit of rubble at the edges is just artistic license.
The altar in the center is an extra square of movement to move into an altar space. Moving from one to the other is not an issue.
The altar also provides partial cover against ranged attacks.
The pillars in the alcoves are solid and tall. It could be possible to squeeze behind one.
The fallen pillar in L-M14 is difficult terrain.
In H7 and Q12 are big holes in the floor, leading down to the chapel undercroft, which is normally entered through the structure at E7.
The brown circles outside the chapel are trees.
The grey thing at the upper left is a big rock.
The thing at the lower right is a well with a low wall around it. If you move into this square and can't fly, it's an extra square of movement to get in, and you need to make a DC 15 acrobatics check to avoid falling into the well.[/sblock][sblock=status]Goldenhorn: K20 HP 37/37, Surges 10/10, AP 1, second wind unused
Spider: K18 HP 35/39, Surges 10/10, AP 1, second wind unused
Tyris: E13 HP 29/29, Surges 7/7, AP 1, second wind unused, hidden
Zardi: J18 HP 36/48, Surges 11/11, AP 1, second wind unused

Mallaby: K19 HP 26/26, Surges 5/5, second wind unused

Rat Swarm K12 HP No Damage Taken
Shadowy Figure J11 HP No Damage Taken
Zombie A M14 HP No Damage Taken
Skeleton X J6 HP No Damage Taken
Skeleton Y J7 HP No Damage Taken
Skeleton 1 I13 HP No Damage Taken
Skeleton 2 K13 HP No Damage Taken
Skeleton 3 I12 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.[/sblock][sblock=Enemies]
Swarm of Rats
AC: 18 Fort: 16 Ref: 15 Will: 13
Immune to disease & poison
Half damage from melee and ranged attacks
Vulnerable 10 from area and close attacks
May not be pushed, pulled, or slid by melee or ranged attacks
Passive Perception 18
:bmelee: Swarm of Teeth +9 vs. AC; 1d8+5, ongoing 3 damage (save ends)
May occupy the same space as another creature. Enemies may enter its space as difficult terrain
[sblock=Nature 14/Religion 14]
Skittering Corpse Rat Swarm
Level 4 Skirmisher
medium natural animate (swarm, undead)
[sblock=Nature 21/Religion 21]
Aura 1: the swarm makes a Swarm of Teeth attack as a free action against any enemy that starts its turn within the aura.
When a character fails the saving throw against the ongoing damage from the swarm's attack for the first time, the character contracts Filth Fever, which has no mechanical effect until an extended rest.[/sblock][/sblock]Shadowy Figure
AC: 15 Fort: 14 Ref: 15 Will: 14
Immune to dazing, disease & poison
Resist 10 necrotic
Insubstantial: takes half damage from any damage source, including ongoing damage
Passive Perception 14
:bmelee: Maddening Touch +5 vs. Will; 1d8+6 psychic damage and the target is knocked prone and can't stand up (save ends)
[sblock=Dungeoneering 13/Religion 13]
Sliver Wraith Seeker
Level 3 Controller
medium aberrant humanoid (undead)
[sblock=Dungeoneering 21/Religion 21]
Aura 2: Each enemy tha ends its turn in the aura is slowed and takes a -2 penalty to Will until the end of its next turn.
Recharge attack close burst 5 which slides the target 5 squares to a square witin the aura.
Speed is fly 6, and can hover and phase.[/sblock][/sblock]
Zombies
AC: 17 Fort: 15 Ref: 17 Will: 14
Immune to disease & poison
Resist 10 necrotic
Vulnerable 5 radiant
Passive Perception 16
:bmelee: Slam +8 vs. AC; 1d6+5 damage
+2d6 damage to any target it has CA against
[sblock=Nature 13/Religion 13]
Skulk Zombie
Level 3 Skirmisher
medium natural animate (undead)
[sblock=Nature 21/Religion 21]
Zombie has an at-will mobile attack where it moves up to half its speed (speed 6), can make a melee attack at any point during this move, and does not provoke OA from the target of its attack while moving away from it.
Can climb (spider climb) at full speed.[/sblock][/sblock]
Longbow Skeletons (X and Y)
AC: 16 Fort: 14 Ref: 16 Will: 15
Immune to disease & poison
Resist 10 necrotic
Vulnerable 5 radiant
Passive Perception 15
:bmelee: Short Sword +8 vs. AC; 1d6+4 damage (none have swords drawn)
[sblock=Nature 13/Religion 13]
Skeletal Archer
Level 3 Artillery
medium natural animate (undead)
[sblock=Nature 21/Religion 21]
Gets a +1 bonus to ranged attack rolls against the closest enemy.
Encounter Double Shot for massive damage.[/sblock][/sblock]
Shortbow Skeletons
AC: 16 Fort: 13 Ref: 14 Will: 13
Passive Perception 12
:bmelee: Longsword +6 vs. AC; 4 damage (none have swords drawn)
[sblock=Nature 12/Religion 12]
Decrepit Skeleton
Level 1 Minion Skirmisher
medium natural animate (undead)
[sblock=Nature 19/Religion 19]
Can shift 1 square before melee or ranged attacks.[/sblock][/sblock][/sblock]
 


OOC: That's only going to happen if Tyris moves back, or we all move up to him. Either way you want it, you should RP that.


[sblock=ignore]
Saving this for my next post:
[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 3
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: 39/39, THP: 0/5 Bloodied: 19, Surge Value: 9, Surges left: 10/10
Action Points: 1/1, 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 #1, Power Strike #2, 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.
13. Stop to rest in an abandoned (?) charcoal burner's hut.

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


[/sblock]
 

Tyris moves slowly and quietly back toward the group, then takes a moment to apply a coat of poison to his garrote.
[sblock="Actions"]Move: to F15
Move (Standard): to H16 - still have stealth 19 since only moved 2 squares per move.
Minor: Apply bloodroot poison to garrote[/sblock][sblock="Stats"]Tyris Male Shade Executioner
Initiative: +5, Passive perception: 18, Passive Insight: 13, Senses: Darkvision

Defenses:
AC: 18, Fort: 13, Reflex: 15, Will: 16

Vitality
HP: 29/29, Bloodied: 14, Surge Value: 7, Surges Left: 7/7
Action Points: 1/1, Second Wind: unused

Languages:
Allarian

Basic Attacks:
Melee Basic Attack: +8 vs AC - Rapier 1d8+4
Ranged Basic Attack: +8 vs AC - Dagger 1d4+4

Powers:
At-Will: Garrote Strangle, Poisoned Dagger, Quick Lunge, One With Shadow, Silent Stalker
Encounter: Assassin's Strike
Item: Id Moss Powder (0/0), Bloodroot Poison (1/1), Skald's Leather Armor

Weapons:
1 Rapier: 1d8
6 Daggers: 1d4
1 Garrote: 1d4 (Both hands)

Conditions: Stealth - 19, Garrote has bloodroot poison

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.
Mark of Passage: Whenever a power lets Tyris shift or teleport, he can shift or teleport 1 additional square as part of that move.[/sblock]
OOC: My plan is to run in with stealth and grab the shadowy figure with my garrote, dazing him in the process. between daze, silence, and grab, should hopefully keep him from slamming us too hard while you guys deal with the others
 
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