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

GM: Because Goldenhorn and Zardi's attacks were Close attacks, the rats take 10 extra damage from each. The rat swarm has taken 59 damage total and is dead.
Because Goldenhorn's attack did radiant damage, the (vulnerable) zombie takes 5 extra damage. With Zardi's attack, Zombie A is bloodied at 15/45 hp.
Zombie B is at 25/45 hp.
The Shadowy Figure halves all damage due to being insubstantial, so takes 2 from Goldenhorn and 18 from Zardi. that leaves it bloodied at 19/39 hp.
 

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OOC: BB, thanks for the damage update. You rock!

Allies, you get +1 to hit and strike next turn, as long as I go last.

Spider moved behind Goldenhorn, using the ally to disguise him movements. Then, charging forward, he sidestepped around Goldenhorn and drove his fullblade through the neck to the zombie. As he wrenched his blade free, the undead's skull slumped over, hanging by but a sliver of skin, and finally the unnatural creature collapsed.

"Dats twofo ya, and won fo I, Mount'in-mon, but I an I gonna catch up,"
Spider boasted.

[sblock=Action Block, Mini-Stats]

[sblock=Action Block]
Move: to K18
Minor: Vanguard Weapon Daily (on charge hit, all allies within 10 get +1 to attack and +1 to damage TSNT-Jarro)
Standard: 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]
 

The dark entity reaches out and touches Tyris. Already affected by the creature's malevolent presence, he crumples to the ground, and can not bring himself to get up, or would, did not the power of his armor protect him and send the remaining zombie crashing to the ground. The entity then moves away. It gestures and the zombie shuffles to where the shadowy creature was before, and despite its prone state, pounds Tyris viciously.

The entity's skeletal minions, seeing their bows rendered ineffectual, move to interpose themselves between their leader and their enemies, and draw their swords.

The other skeletons continue their rain of arrows, one hitting Zardi.[sblock=Enemy Actions]Shadowy Figure
Standard: Maddening Touch (Will) vs. Tyris (1d20+5=15, 1d8+6=9) due to Tyris's reduced Will from the aura, this is a hit. In addition to 4 hp damage, Tyris is knocked prone and can't get up again (save ends). Tyris transfers this using Skald's Armor to Zombie B.
Move: Shift to K12

Zombie B
Move: Shift to J13
Standard: Slam vs. Tyris (1d20+8+2=27, 3d6+5=17), 12 hp damage

Skeleton 2
Minor: put away bow
Minor: draw sword

Skeleton 3
Move: to K13
Minor: put away bow
Minor: draw sword

Skeleton X
Standard: Longbow vs. Zardi (1d20+10=20, 1d10+4=14) 9 damage (3 temps and 6 real hp)

Skeleton Y
Standard: Longbow vs. Spider (1d20+10=15) miss.[/sblock][sblock=map]
ChapelEncounterRound3.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.
Tyris, Zardi, and Goldenhorn (plus Mallaby) get a +1 to hit and damage this turn from Vanguard Weapon.
Tyris, Spider, and Zardi are within the Wraith's aura. They are at -2 to Will and Slowed until end of turn.

Goldenhorn: K16 HP 35/37, Surges 10/10, AP 1, second wind unused
Spider: K15 HP 35/39, Surges 10/10, AP 1, second wind unused, -2 Will, Slowed
Tyris: I12 HP 17/29, Surges 7/7, AP 1, second wind unused, -2 Will, Slowed
Zardi: J15 HP 27/48, Surges 10/11, AP 1, second wind unused, -2 Will, Slowed

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

Rat Swarm K15 HP 0/53 dead
Shadowy Figure K12 HP 19/39
Zombie A K14 HP 0/45 dead
Zombie B J13 HP 21/45, prone, can't get up (save ends)
Skeleton X J6 HP No Damage Taken
Skeleton Y J7 HP No Damage Taken
Skeleton 2 L13 HP 1/1
Skeleton 3 K13 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)
Aura 2: Each enemy that ends its turn in the aura is slowed and takes a -2 penalty to Will until the end of its next turn.
[sblock=Dungeoneering 13/Religion 13]
Sliver Wraith Seeker
Level 3 Controller
medium aberrant humanoid (undead)
[sblock=Dungeoneering 21/Religion 21]
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]
 
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Attempting to save Tyris from the zombie, Zardi sluggishly moves a step forward and decapitates the beast with a massive swing of his axe.[sblock=Actions]Move: To J14
Standard: Howling Strike vs. Zombie (1d20+10=19, 1d12+1d6+7=23) Hit Zombie for 23 damage
Free: Take 3 temp hp's from Rageblood Vigor[/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:27/42, 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]
 
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OOC: [MENTION=1642]BenBrown[/MENTION] I'm assuming the Maddening Touch from the Shadowy Figure is a Melee attack? If so, I'll use my Skald's Leather Armor daily power to make it hit a creature adjacent to me. If Zardi hadn't already posted his turn and killed the Zombie, I would have targeted him with it, so I have no problem doing that anyway. He would still hit me with the -2 from prone, he just wouldn't have been able to do the shift. Zardi's final position from his post still leaves him able to hit the zombie and finish it off from where it would have ended up.
 

GM: When the Shadowy Figure acted, you had Zombie B and Skeleton 3 adjacent to you.

So do you want to transfer the damage/prone to the Zombie? Doesn't really change anything except the amount of damge you take.

(Malenkirk initiative rules play hell with interrupts)
 

GM: When the Shadowy Figure acted, you had Zombie B and Skeleton 3 adjacent to you.

So do you want to transfer the damage/prone to the Zombie? Doesn't really change anything except the amount of damge you take.

(Malenkirk initiative rules play hell with interrupts)

OOC: That they do. For my abilities on here I've tended to shy away from interrupts for that reason, but the armor I figured would come in handy :P. Having already seen zardi's turn and the fact that he killed the zombie, I would say to hit Skeleton 3 with it to kill it. I was just going with if I HADN'T alraedy seen that, I would have gone ahead and done the zombie, so for honesty's sake I'm okay with doing that. Otherwise, the skeleton can die, I don't mind :). Either way, it prevents me fromt aking the damage from the figure and being knocked prone and unable to stand up, so leaves me better off for my turn.
 



GM: Right. Zombie dead now. Tyris has more hp and is not prone, everything else is the same, including positions. On with the show!
 

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