Adventure: Three Queens in Allaria (DM: BenBrown, Judge: Covaithe)

bluesfella

Explorer
Zardi leaps to his feet, screams at the armored goblin, and slashes at him. The armored goblin parries the blow, swings back at the Goliath, but misses as well. The goblin then steps back a bit.
[sblock=Actions]Minor: Stand up from Prone (Granted by Acrobat Boots)
Move: To D8
Standard: Howling Strike vs. Armored Goblin (1d20+10=15, 1d12+1d6+6=14) Miss
MBA from Goblin: Armored Goblin MBA vs. Zardi (1d20+9=18, 1d8+5=10) Miss
Goblin shifts back (to D6, I assume)[/sblock][sblock=Zardi's Stats]Zardi Male Goliath Barbarian 4
Initiative: +2, Passive Perception: 12, Passive Insight: 12, Senses: Normal
AC:19, Fort:19, Reflex:12, Will:14
HP:29+3/54, Bloodied:27, Surge Value:13, Surges left:9/11
Speed:5
Action Points: 1
bm.gif
Fey Strike Greataxe +10 vs. AC; 1d12+6 damage (When charging, add 1d6 damage from Howling Strike)
br.gif
Throwing Hammer: +9 vs AC, 1d6+5 damage
Howling Strike
Pressing Strike
Rageblood Vigor
Rampage

[-]Stone's Endurance[/-]
[-]Great Cleave[/-]
[-]Combat Sprint[/-]
Swift Charge
Blood Strike

Bloodhunt Rage

Conditions: none

Equipment Specials:
Acrobat Boots (Stand up from Prone as Minor action)
Bold Victory Chainmail +1 (When you or an ally within 5 bloodies an enemy, gain +2 to AC until EONT, Free action)
Fey Strike Greataxe +1 (Make MBA as a ranged 20 attack, Standard action)
Fey Strike Teleport (Free action, hit an enemy with this weapon, can teleport enemy up to 10 squares to an adjacent square)

Full Sheet: Zardi[/sblock]
OOC: I didn't realize that I dropped the staff goblin on my last turn. I get 3 temp hp's anytime I do that, so I've added them above.
 

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Tenchuu

First Post
"Ya durty bumbaclot 'oblin 'ore!" Spider shook with pain and rage. Readying himself, he called out. "Whadayatinkyagoin?!"

OOC: Ready a charge on Rider 1. Does that kill him? Also, I was unclear if it was TENT-me or TENT-Rider1.


[sblock=Action Block, Mini-Stats]

[sblock=Action Block]

Move:
NA
Minor: Berserker's Charge Stance
Standard: Charge MBA

  • Readied Trigger: TENT
  • End Location: K13
  • Target: Rider1
  • Attack: 1d20+14=25
  • Damage: 1d12+12+1d8=24 +2=26 (+1d12 +1d8 pn Crit) (+2 damage if enemy bloodied)
Free: NA

[/sblock][sblock=Spider Stat block]Jarro 'Spider' Sarak - Male Half-Orc Slayer 4
Initiative: +5, Passive Perception: +11, Passive Insight: +11

Defenses:

AC: 21, Fort: 21, Reflex: 18, Will: 14 -- Speed: 6 (+2 Charging, +2 stance)

Properties:
Superior Fortitude Feat: resist 3 to ongoing damage

Vitality:
HP: 40/45, THP: 0/5 Bloodied: 22, Surge Value: 11, Surges left: 10/10
Action Points: 1/1, Second Wind: not used

Basic Attacks:
:bmelee: Basic Melee Attack: +11 vs AC - Vanguard Fullblade +1 1d12+12 (Crit: +1d12 +1d8)
:ranged: Ranged Basic Attack: +11 vs AC - Dagger 1d4+10

Powers:
At-Will:
MBA, Charge MBA, RBA, Berserker's Charge Stance, Poised Assault Stance, Pass Forward (Move)
Encounter: Sweeping Blow, Furious Assault, Power Strike, Half-Orc Resilience
Daily: Vanguard Weapon Daily, Bestial Hide MBA

Weapons:
1 Vanguard Fullblade +1 1d12
1 Dagger 1d4

[/sblock][sblock=Spider's Journal]
[sblock=Adventure: Get Me to The Church on Time]
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.
14. Get to Church: wife/father-in-law sent Lord M on a wild goose chase, and don't want to marry him after all.
15. Find out true love Ismene is kidnapped, and we go to her rescue. Fight a bunch of goblins.
16. Rescue Ismene from dirty goblins, give lord mallaby a chance at true love, and collect rewards.

NickNames
Grava
Strangla
Mount'in-mon
Gold'orn
Mista Magi
Lor' Malabee
[/sblock]
1. Returns to the Tavern.
2. Lord Mallaby returns to the tavern and recruits Spider for a mission to return to Allaria. Need to escort a supply convoy of three wagons down the northerly road from Ristaren. Wagonmaster is named Sven. Map:
http://i587.photobucket.com/albums/ss315/randomlinenoise/Three Queens/InitialMap.gif
3. Some other stuff I forgot to write down, on the way to Ismene.
4. Raid on the Hobgoblins.

NickNames
Lor' Malabee
Sven - Wagonmaster
Spirit-Ooman
Sound a Stone - 'alf mantis 'alf amazin
Strangla
Mount'in-mon
[/sblock]
[/sblock]
 



VanderLegion

First Post
Tyris ducks behind a tree then back out into the water and wraps his garrote around the second rider's neck.
[sblock="actions"]Move: shift to H12 - stealth - 1d20+12=18 - hidden from Rider 2
Standard: Garrote Strangle vs Rider 2 - 1d20+9=28 hit for 11 damage, rider is grabbed, cannot speak, and has a -2 to attacks against Tyris[/sblock][sblock="Stats"]Tyris Male Shade Executioner
Initiative: +5, Passive perception: 18, Passive Insight: 13, Senses: Darkvision

Defenses:
AC: 18, Fort: 14, Reflex: 16, Will: 17

Vitality
HP: 21/29, Bloodied: 14, Surge Value: 7, Surges Left: 5/7
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, Running Slash
Item: Id Moss Powder (/0), Bloodroot Poison (1/1), Skald's Leather Armor

Weapons:
1 Rapier: 1d8
6 Daggers: 1d4
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.[/sblock]
 

BenBrown

First Post
GM: [MENTION=85539]Tenchuu[/MENTION], I'm not sure you can ready an action to avoid the effects of being immobilized until the end of the attacker's next turn. Under Malenkirk initiative rules, where you don't reset initiative due to readied actions, this particularly doesn't seem to work. [MENTION=46559]covaithe[/MENTION], could we get a judge ruling on this?
 

Mewness

First Post
OOC: Under Mal's rules, an effect that lasts until the end of (initiator's) next turn affects its target for the target's next turn, no matter where that turn occurs in relation to the initiator (see the example in the opening post, which is specifically designed to illustrate this). Spider would therefore be immobilized for the turn in which he's readying an action, no matter where that turn actually occurs, and he can't charge.

Just my (non-judge) opinion.
 

Tenchuu

First Post
OOC: Here's my logic:
- my turn: I am immobilized TENT-enemy, so I ready an action.
- enemy turn: he does something, probably moves, ends his turn. I am now no longer immobilized, and the trigger is activated.

Thinking about it more, I don't like the risk of doing this, since he gets to move again, and he might move out of range, or more likely adjacent. So, lets go with the change below.

But, I'm cool with however you judge this, BB. You're the boss. If I can't do this,change the ready as follows:
- minor: poised assault
- attack: MBA
- trigger: enemy moves adjacent
- attack: using existing roll, it now becomes: 23 vs AC
- damage: using existing roll, it now becomes: 18 damage

As an aside, I did find a source that make the original move legal. But I was hoping it was tent-my turn.
[sblock=readied action FAQ]
http://community.wizards.com/go/thread/view/75882/19686206/Ready_an_Action_FAQ
Can I ready an action I can't legally perform at the time I ready it? For example, can I ready a move action when I'm immobilized?

Nothing in ready an action block states that the action has to be one you can perform at the time you ready it. Just be careful that you pick a legal trigger and target, see below.

Becuase some people seem to have problems with this: before you nerf this or cry that it's combat cheese, you need to consider that a character readying an action is taking a certain amount of risk. There is always the possibility that by the time the readied action is triggered, if the trigger happens at all, battlefield conditions may well have changed such that the readied action is impossible. Readying an action is not a guaranteed way of getting around conditions like immobilized, at best, they offer characters a reasonable shot.

[/sblock]
 
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Mewness

First Post
OOC: But you can't do it under Mal's rules, where initiative-swapping is meaningless, and has been replaced by a rule that says that an EONT effect affects you for your next turn, whenever that might happen to be.
 

BenBrown

First Post
Carlotta moves to engage the armored goblin. The goblin stabs at her with his spear, but it is turned aside by her armor.

From its concealed position, the goblin sniper looses a bolt at the immobilized Spider. The bolt strikes true, and the goblin shuffles back into the woods to try to find a better hiding place.

The deeply wounded goblin rider spurs his mount away from the battle. Murumur's verdant tendrils strike the bird-lizard thing, but the goblin is unharmed. He retreats across the stream and lobs a javelin ineffectively at Tyris.

The other rider wrenches himself from Tyris's grasp and stabs at him repeatedly with a his javelin, striking home with a couple of thrusts.[sblock=Ally Actions]Carlotta moves to E7[/sblock][sblock=Enemy Actions]Armored Goblin
Trip Up Recovery: 2(1d6) = 2
Standard: Spear vs. Carlotta: 5(1d20) +9 = 14; 3(1d8) +5 = 8

Rider1/Mount 1
Pin Down Recovery: 1(1d6) = 1
Move: to D18 Spirit's Wrath (Ref.) vs. Mount 1, Rider 1: 17(1d20) +6 = 23; 3(1d6) +5 = 8; 3(1d20) +6 = 9; 5(1d6) +5 = 10 Mount is hit for 8 damage, Rider is missed.
Standard: Javelin vs. Tyris: 3(1d20) +6 = 9; 5(1d6) +4 = 9 miss.

Goblin Sniper 1
Standard: (from D14) Crossbow vs. Spider: 16(1d20) +9 +2 = 27; 9(2d6) +5 = 14
Move: to C14 Stealth Roll: 16(1d20) +12 = 28
Minor: reload crossbow

Rider 2/Mount 2
Move: Athletics to escape grab: 14(1d20) +1 = 15
Standard: Double Javelin vs. Tyris: 1(1d20) +6 = 7; 1(1d6) +4 = 5; 18(1d20) +6 = 24; 3(1d6) +4 = 7 one hit, 7 damage.
AP: Double Javelin vs. Tyris: 15(1d20) +6 = 21; 1(1d6) +4 = 5; 2(1d20) +6 = 8; 3(1d6) +4 = 7 1 hit, 5 damage.[/sblock][sblock=Perception 28 (passive)]Sniper 1 is in C14 and prone (total concealment/superior cover)[/sblock][sblock=map]
GoblinStreamRound3.gif

Brush (green areas) provide cover and concealment (total cover/concealment to prone characters) and are difficult terrain.
Trees (big brown circles) are impassible, and can provide cover.
The stream (blue) is difficult terrain.[/sblock][sblock=status]Pharodeys L10 36/36, surges 9/9, AP unused, second wind unused
Sound of Stone E9 39+4/39, surges 8/8, AP unused, second wind unused
Spider J11 16/45, surges 10/10, AP unused, second wind unused
Tyris I13 17/34, surges 7/7, AP unused, second wind unused
Zardi D8 29+3/54, surges 9/11, AP unused, second wind unused

Carlotta E8 43/43, surges 12/12, second wind unused

Murmur J14 (1 square up)

Armored Goblin D6 38 Damage Taken, AP used
Goblin Sniper 1 C14? No Damage Taken
Goblin Rider 1 K14 56 Damage Taken, AP used
Mount 1 K14 8 Damage Taken Fastieth Burst used, grants CA TENT (Pharodeys)
Goblin Rider 2 A9 18 Damage Taken, AP used
Mount 2 A9 19 Damage Taken[/sblock][sblock=Goblin Tactics PLEASE READ]The goblins have an ability called Goblin Tactics, as an immediate reaction.
For Staff goblin, and goblin snipers:
When the goblin is missed by a melee attack, the goblin can shift 1 square as an immediate reaction.

For Armored goblin:
As above, but the goblin also makes a melee basic attack as a part of the reaction.

For goblin riders:
when mounted and either the goblin or its mount is missed by a melee attack the goblin can shift itself and its mount 1 square as an immediate reaction.
Neither unmounted goblin riders nor the mount when the goblin isn't riding it have this ability.

The goblins will shift under the following circumstances.
1) there is a space the goblin can shift to that is out of melee range. (shift can't go into difficult terrain)
2) the goblin will not suffer an attack as a result of shifting (e.g. Pharodeys's spirit's attack)
3) the goblin has not already used this ability this round.

When you resolve your attacks if you miss a goblin with a melee attack, please resolve the shift, and let me know where the goblin shifts to.[/sblock][sblock=Controlling Carlotta]Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Carlotta to use Tempest Assault, you spend a standard action. If you want her to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.

NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.

If left to her own devices, Carlotta will, if adjacent to an enemy, use a minor action to use Nature's Wrath to mark, then will use Warden's Fury as an immediate interrupt if the opportunity presents itself. If, on the other hand, she is not adjacent to an enemy, she will move so that she is.[/sblock][sblock=Carlotta]Carlotta
HP 43/43, Bloodied 21, Surge Value 10; Surges 12/12
Str 18, Con 16, Dex 12, Int 10, Wis 13, Cha 10
AC 20, Fort 16, Ref 16, Will 16
Skills: Endurance +9, Nature +7, Perception +7
:bmelee: longsword +7 vs. AC; 1d8+5 damage
Nature's Wrath Mark each adjacent enemy as a minor action. This mark lasts until the end of Carlotta's next turn.
Warden's Fury (immediate interrupt; primal, weapon; melee weapon, triggering enemy)
Trigger: An enemy marked by Carlotta makes an attack that does not include her.
Attack: +7 vs. Fort
Hit: 1d8+5 damage, and the target grants CA until the end of Carlotta's next turn.
Tempest Assault (standard; lighting, primal, thunder, weapon; melee weapon, one creature)
Attack: +7 vs. AC
Hit: 1d8+5 lightning damage, and one enemy marked by Carlotta within 2 squares other than the target takes 3 thunder damage.
[o] Thunder Ram Assault (standard; primal, thunder, weapon; melee weapon, one creature)
Attack: +7 vs. AC
Hit: 1d8+5 thunder damage, and Carlotta makes a secondary attack (close blast 3, each creature in blast)
Secondary Attack: +7 vs. Fort.
Secondary Hit: 1d6 thunder damage and Carlotta pushes the target 1 square.
[o] Warden's Tempest (minor; primal; melee 1, one enemy marked by Carlotta)
Effect: Carlotta slides the enemy 1 square.
[o] Heroic Effort (no action; personal)
Trigger: Carlotta misses with an attack or fails a save
Effect: Carlotta gains a +4 racial bonus to the attack roll or saving throw.
[o] Second Wind

Conditions: none[/sblock][sblock=Enemy Stats]Please read the appropriate "combat stats" block(s) only when necessary to resolve attacks or OAs. The blocks with the skill names on them are for monster knowledge checks.

Goblin with Staff
[sblock=combat stats]AC: 17 Fort: 14 Ref: 15 Will: 16
HP: 46
:bmelee: Staff +8 vs. AC; 1d6+7 damage
Passive Perception 12
Goblin Tactics (immediate reaction): If missed by a melee attack, the goblin shifts 1 (out of melee range, if possible)
[/sblock][sblock=Nature 13]Goblin Hex Hurler
Small Natural Humanoid (Goblin)
Level 3 Controller[sblock=Nature 21]The Hex Hurler has a number of magical attacks: an at-will that blinds, a recharging power that causes foes to take damage if they move, and an encounter zone that reduces enemy's chance of hitting.[/sblock][/sblock]

Armored Goblin with Spear
[sblock=combat stats]AC: 20 Fort: 17 Ref: 16 Will: 12
HP: 82
:bmelee: Spear +9 vs. AC; 1d8+5 damage and the goblin can slide the target one square (if hit by this as an OA, move yourself into a flanked position or difficult terrain.)
Passive Perception 16
Goblin Tactics (immediate reaction): If missed by a melee attack, the goblin shifts 1 (out of melee range, if possible), and makes a basic attack with his spear.
[/sblock][sblock=Nature 13]Goblin Elite Sentry
Small Natural Humanoid (Goblin)
Level 2 Elite Soldier[sblock=Nature 20]The Sentry has a recharge power that knocks enemies prone.[/sblock][/sblock]

Goblins with Crossbows
[sblock=combat stats]AC: 16 Fort: 13 Ref: 15 Will: 12
HP: 32
:bmelee: Short Sword +7 vs. AC; 1d6+5 damage.into a flanked position or difficult terrain.
Passive Perception 12
Goblin Tactics (immediate reaction): If missed by a melee attack, the goblin shifts 1 (out of melee range, if possible)
[/sblock][sblock=Nature 13]Goblin Sharpshooter
Small Natural Humanoid (Goblin)
Level 2 Artillery[sblock=Nature 20]The Sharpshooter does extra damage against targets it has CA against. If the Sharpshooter misses with a ranged attack when hiding, it is assumed to be still hiding.[/sblock][/sblock]

Goblin Riders
[sblock=combat stats]AC: 17 Fort: 15 Ref: 17 Will: 13
HP: 58
:bmelee: Javelin +6 vs. AC; 1d6+4 damage
Passive Perception 11
Mounted Goblin Tactics (immediate reaction): If the goblin or its mount is missed by a melee attack, the goblin's mount shifts 1 (out of melee range, if possible)
[/sblock][sblock=Nature 12]Elite Goblin Beast Rider
Small Natural Humanoid (Goblin)
Level 1 Elite Skirmisher[sblock=Nature 19]The Rider does additional damage when its mount ends 4 squares or more from where it started.
The Rider has a recharge power that can immobilize enemies.[/sblock][/sblock]

Bird-Lizard Thingies
[sblock=combat stats]AC: 16 Fort: 15 Ref: 14 Will: 12
HP: 36
:bmelee: Bite +7 vs. AC; 1d8+5 damage
Passive Perception 11[/sblock][sblock=Nature 13]Fastieth
Medium Natural Beast (mount, reptile)
Level 2 Skirmisher[sblock=Nature 20]The Fastieth has a move of 10. Pretty zippy.
The Fastieth has an encounter move where it can shift 4 squares.[/sblock][/sblock][/sblock]
 

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