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

Still chanting to his ancestors, Goldenhorn lowers his horns and charges one of the skeletons, knocking it down in a rattling heap.

[sblock=actions]Minor to sustain Moment of Glory.

Move and standard to charge to K9. goring charge vs AC, skeleton X; damage
6(1d20) +9 +1 = 16; 2(1d6) +4 = 6
hits for 6 and the skeleton is knocked prone.

Rune state of destruction continues to grant allies a +1 to hit enemies adjacent to me.[/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

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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Tyris charges into the fray and slams his rapier into one of the longbow wielding skeletons.
[sblock="Actions"]Standard: Charge Skeleton Y - end in square L7 - 1d20+9=17 Hit for 1d8+4+1d8=14 damage[/sblock][sblock="Stats"]Tyris Male Shade Executioner
Initiative: +5, Passive perception: 18, Passive Insight: 13, Senses: Darkvision

Defenses:
AC: 19, Fort: 13, Reflex: 16, 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 (Main Hand)
6 Daggers: 1d4 (Off hand)
1 Garrote: 1d4

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]
 
Last edited:

GM: Vanderlegion: Spider's already in J7. If you want to change that to L7, I can apply the damage to Skeleton Y.

Sorry 'bout the delay, folks
 


While the weaker skeleton moves behind Goldenhorn, the other two switch to their melee weapons. The one on the ground draws its sword as it stands, leaving its bow on the ground. The other stows its weapon more carefully, then both of them strike at Goldenhorn.
[sblock=Enemy Actions]Skeleton 3
Minor: Shift to K8
Standard: Flail ineffectually with sword.

Skeleton X
Move: Stand Up
Minor: Draw Sword
Standard: Short Sword vs. Goldenhorn (1d20+8=20, 1d6+4=6) -5 from Moment of Glory: 1 damage!

Skeleton Y
Minor: Stow Longbow
Move: Draw Sword
Standard: Short Sword vs. Goldenhorn (1d20+8+2=20, 1d6+4=9) - 5 from Moment of Glory: 4 damage.[/sblock][sblock=map]
ChapelEncounterRound5.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: K7 HP 30/37, Surges 10/10, AP 1, second wind unused
Spider: J7 HP 31/39, Surges 10/10, AP 1, second wind unused
Tyris: L7 HP 17/29, Surges 7/7, AP 1, second wind unused
Zardi: I7 HP 27+3/48, Surges 10/11, AP 1, second wind unused

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

Skeleton X J6 HP 17 Damage Taken
Skeleton Y K6 HP 14 Damage Taken
Skeleton 2 J8 HP 0/1 dead
Skeleton 3 K8 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 (both 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 (all remaining 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]
 

Zardi lets out a roar as he raises his giant axe and brings it down on the skeleton in front of him as hard as he can.[sblock=Actions]Standard: Howling Strike vs. Skeleton X (1d20+9=29, 1d12+1d6+6=8) Critical Hit!
Damage Roll (24+1d6+1d12=38) 38 damage!
Free: Rampage (Critical hit grants free melee basic attack): MBA vs. Skeleton X (1d20+9=28, 1d12+6=15) Hit for 15 more damage[/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+3/42, 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]
 

The skeleton crumbles into a heap of bones, its sword clattering on the flagstones as it falls.

[sblock=status]All PCs (plus Mallaby) have DR5 all from Moment of Glory.

Goldenhorn: K7 HP 30/37, Surges 10/10, AP 1, second wind unused
Spider: J7 HP 31/39, Surges 10/10, AP 1, second wind unused
Tyris: L7 HP 17/29, Surges 7/7, AP 1, second wind unused
Zardi: I7 HP 27+3/48, Surges 10/11, AP 1, second wind unused

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

Skeleton X J6 HP 0/37, dead
Skeleton Y K6 HP 23/37
Skeleton 3 K8 HP 1/1[/sblock]
 

Goldenhorn attempts to slash at one of the skeletons, but his blade glances off it harmlessly.

[sblock=actions]Standard: beacon of vengeance vs AC, skeleton Y; damage
7(1d20) +8 = 15; 3(1d8) +4 = 7
narrowly misses.

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:30/37, 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

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: Nat 1 :(

Spider swung his huge blade at the skeleton archer, but with his allies so close, he was restricted on how he could move. As a result, his attack was slow and predictable, and the create danced out of the way.

Spider spat, "Stay in won place!"

[sblock=Action Block, Mini-Stats]

[sblock=Action Block]
Move: NA
Minor: Poised Assault Stance
Standard: 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: 31/39, 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]
 


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