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

"What devilry is this?" bellows Goldenhorn. "Ancestors, to me! There are evil spirits lurking here." The translucent shapes of Goldenhorn's dead relations once again step out of the surrounding terrain and assume their protective stances.

[sblock=Actions]Standard: moment of glory on good guys. No attacks, as there are no enemies in the blast. All the good guys get resist 5 all.

Move: to K16

Sorry for the delay. Somehow failed to process the fact that Tyris had moved.[/sblock]
[sblock=Goldenhorn]Ingvar Goldenhorn Male Minotaur Cleric|Runepriest 3
Initiative: +1, Passive Perception: 17, Passive Insight: 15, Senses: Normal
AC:19, Fort:15, Reflex:12, Will:17
HP:37/37, Bloodied:18, Surge Value:9, Surges left:10/10
Action Points: 1
Righteous Brand
Word of Binding

Goring Charge
Divine Glow
Beacon of Vengeance
Healing Word
Rune of Mending
Second Wind

Moment of Glory
Shield of Sacrifice


Conditions: sustaining Moment of Glory; resist 5 all

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: Might as well strike a defensive posture for this first round, since 2 of the 4 can't attack. Can anyone spare a minor to move mallaby?


"Let dem bagabones come ta I an I,"
Spider said, retreating between the east and south entrance.

[sblock=Action Block, Mini-Stats]

[sblock=Action Block]
Move: to O16
Minor: Berserker stance
Standard: Readied Charge MBA

[/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: 35/39, 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]
 



Zardi yells to Mallaby "Go hide near Tyris", then rushes forward just past Goldenhorn to attack the first thing he can reach. With a howl, he slashes at the nearest skeleton.[sblock=Actions]Move: To J14
Standard: Howling Strike vs. Skeleton 1: Howling Strike vs. Skeleton 1 (1d20+9=16, 1d12+1d6+6=15) Hit for 15 damage
Minor: Have Mallaby move to G16
[/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:42/42, Bloodied:21, Surge Value:10, Surges left:11/11
Action Points: 1, 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: Resist 5 all from Goldenhorn[/sblock]
 
Last edited:

As Zardi charges, the zombie springs at him, clawing furiously, but not connecting.[sblock=readied action]Move to K14 as part of Mobile Melee Attack vs. Zardi (1d20+6=10) miss.[/sblock]The skeleton he attacks collapses into a stack of bones, its animating force fled.

The shadowy figure floats towards Zardi, reaching out for him. He avoids its unnatural touch, and is unharmed by the evil being.

From out of the shadows, a second zombie appears, flanking Zardi with the first. They both swing at him, with the newcomer slamming him hard. The damage is somewhat mitigated by Goldenhorn's ancestors, but it still smarts a great deal.

The rats skitter around behind the zombie to bite at Goldenhorn. Before they can do so, Spider rushes in and slams his blade into the pile, smashing many of them. Their attack against Goldenhorn is ineffective.

The archers loose another volley of arrows. The two at the back let fly two shafts each from their longbows. Of these, only one connects, grazing Goldenhorn, most of its effectiveness deflected by the power of his ancestors.

Those with the shorter bows shoot at Zardi. Only one of these hits, and this is entirely ineffective.

"My," says Lord Mallaby, unable to see the fighting. "That certainly sounds dangerous."[sblock=Enemy Actions]Shadowy Figure
Move: to J13
Standard: Maddening Touch (Will) vs. Zardi (1d20+5=9) miss.

Zombie B
Move: to I14
Standard: Slam vs. Zardi (1d20+8+2=30) Crit for 23 damage, -5 from Moment of Glory = 18 damage.

Zombie A
Standard: Slam vs. Zardi (1d20+8+2=16) miss.

Rat Swarm
Move: to K15 via L13 and L14
Spider's Readied Action: Charge vs. Rat Swarm (1d20+13+2=24, 1d12+1d8+9=21), swarm takes half damage from melee attack for 10 damage.
Standard: Swarm of Teeth vs. Goldenhorn (1d20+9=13) miss.

Skeleton X
Standard: Double Shot vs. Goldenhorn (1d20+8=10,, 1d20+8=21, 2d10+4=7) -5 from Moment of Glory = 2 damage

Skeleton Y
Standard: Double Shot vs. Spider (1d20+8=10, 1d20+8=14) both miss.

Skeleton 2
Standard: Shortbow vs. Zardi (1d20+6=23) 4 damage, negated by Moment of Glory

Skeleton 3
Standard: Shortbow vs. Zardi (1d20+6=8) miss.[/sblock][sblock=map]
ChapelEncounterRound2.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]All PCs (plus Mallaby) have DR5 all from Moment of Glory.
Goldenhorn, Spider, and Zardi are within the Rat Swarm's aura. If any of him begins his turn in that aura, he will be subject to a Swarm of Teeth attack. Please go ahead and roll this.

Goldenhorn: K16 HP 35/37, Surges 10/10, AP 1, second wind unused
Spider: O16 HP 35/39, Surges 10/10, AP 1, second wind unused
Tyris: H16 HP 29/29, Surges 7/7, AP 1, second wind unused, hidden
Zardi: J14 HP 18/48, Surges 11/11, AP 1, second wind unused

Mallaby: G16 HP 26/26, Surges 5/5, second wind unused

Rat Swarm K15 HP 10 Damage Taken
Shadowy Figure J13 HP No Damage Taken
Zombie A K14 HP No Damage Taken
Zombie B I14 HP No Damage Taken
Skeleton X J6 HP No Damage Taken
Skeleton Y J7 HP No Damage Taken
Skeleton 1 I13 HP 0/1, dead
Skeleton 2 K13 HP 1/1
Skeleton 3 I12 HP 1/1[/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)
Aura 1: the swarm makes a Swarm of Teeth attack as a free action against any enemy that starts its turn within the aura.
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]
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]
 


Goldenhorn calls on his ancestors, flooding the old chapel with light. The undead and rats are charred, while Zardi feels himself bolstered. At the same time, the ancestor guarding Zardi restores some of his strength. Another ancestor leans down to whisper in Goldenhorn's ear. "My great-great-great uncle recognizes that one," Goldenhorn says, indicating the shadowy figure. "If you gets close, it will sap your will, and it will try to drag you within its reach. And be wary of the rats, they appear to be diseased."

[sblock=actions]Nature DC 14; Dungeoneering DC 13; Nature DC 13; Nature DC 13; Nature DC 12
19(1d20) +7 = 26; 15(1d20) +10 = 25; 13(1d20) +7 = 20; 16(1d20) +7 = 23; 7(1d20) +7 = 14
all successful.

[URL=http://dice.brainclouds.net/Result.aspx?ID=UGHQRBC6]swarm of teeth vs AC, Goldenhorn; damage
1(1d20) +9 = 10; 6(1d8) +5 = 11
rats miss.

Divine glow vs Ref, Shadow; Zombie A; Zombie B; Rats; damage
16(1d20) +5 = 21; 14(1d20) +5 = 19; 11(1d20) +5 = 16; 10(1d20) +5 = 15; 1(1d8) +4 = 5[/URL] Hits shadowy figure, zombie A, and rats. Shadow and zombie A take 5 radiant, rats take 9 (+4 for defiant word as they missed me last round). This doesn't factor in any vulnerability they might have.

Edit: didn't copy the link to those rolls properly. here it is.

Zardi gets a +2 power bonus to attack rolls until EONT.

Goldenhorn gets a +1 to defenses against the stuff he hit until EONT (from his armor).

Minor: rune of mending on Zardi, with rune of destruction. Zardi can spend a surge and all the good guys get a +2 power bonus to damage rolls until EONT.

Rune state of destruction grants allies a +1 on attack rolls to hit enemies adjacent to Goldenhorn.

Minor: sustain moment of glory.[/sblock]
[sblock=Goldenhorn]Ingvar Goldenhorn Male Minotaur Cleric|Runepriest 3
Initiative: +1, Passive Perception: 17, Passive Insight: 15, Senses: Normal
AC:19, Fort:15, Reflex:12, Will:17
HP:37/37, Bloodied:18, Surge Value:9, Surges left:10/10
Action Points: 1
Righteous Brand
Word of Binding

Goring Charge
Divine Glow
Beacon of Vengeance
Healing Word
Rune of Mending
Second Wind

Moment of Glory
Shield of Sacrifice


Conditions: sustaining Moment of Glory; resist 5 all

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: Any time I drop an enemy, I get 3 temp hp from my Rageblood Vigor. Those would have been drained in the first attack, but should leave me with 21 instead of 18. Sorry, didn't realize the skeleton I hit was a minion!

Zardi, now surrounded by enemies, takes a quick glance around him and cracks a slight smile. With a grunt, he heaves his axe into the air and brings it around in a wide arc, hitting all of the creatures around him.

[sblock=Actions]Rats attack Zardi: Rats attack Zardi (1d20+9=15, 1d8+5=10) (miss)
Free: Take healing surge granted by Goldenhorn (+12 hp)
Standard: Great Cleave vs. Zombies, Shadow, Rats
Great Cleave vs. Zombies & Shadow (1d20+11=17, 1d20+11=24, 1d20+11=31)
Hit both Zombies for 20 each and crit (36 damage!) against Shadow
Extra Crit damage (1d6=3) Extra Crit damage = 3
Greataxe "High Crit" extra damage (1d12=9) "High Crit" extra damage = 9
Great Cleave vs. Rats (1d20+12=22) Hit rats for 20
Damage Roll for Great Cleave (1d12+6+4=18) (Damage Roll - forgot to add the +2 from Goldenhorn, but I added it in at the end.)
Move: Shift to J15
[/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:33/42, Bloodied:21, Surge Value:10, Surges left:11/11
Action Points: 1, 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: Resist 5 all from Goldenhorn[/sblock]
 

Tyris stalks silently back into the chapel and attempts to attack the shadowy figure, but fails to get his garrote around it's neck.[sblock="actions"]Move: Silent Stalker - to I15 - stay hidden until end of turn or I make an attack
Standard: Shift to I13 then Garrote Strangle vs Shadowy figure - 1d20+10=12 - Miss[/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:
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]
 

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