Adventure: Food of the Gods (DM: ryryguy, Judge: renau1g)


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ryryguy

First Post
School round 2

As the acid boils across his body, Chaku flexes his mighty arms and easily breaks free. Whirling his maul, he attempts to unleash a blast of thunderous power through the tunnel, but the tunnel restricts his movement to make the blow weak and feeble, and in the dim light, he misses his target. Taking a moment, he refocuses himself, both calling upon his heritage, and dragging up reserves of strength as the acid continuous it's corrosive antics. ooc: I indicated before that Chaku hit, but I had forgotten about the concealment for dim light underground... that turned the hit into a miss, sorry. :(

Azryah charges into the fray when the mud creatures burst up out of the ground. She isn't sure how much help a sword will be against such creatures, but she's determined to do her best anyway.

"It looks like there might me more in the center,"
she says as she moves. Her feet stick in the deeper mud, but she shrugs that thought aside for now. She had moved far enough to reach her target. With a vicious gleam in her eyes, she swings her frosty sword and it cuts into the creature, although it barely seems to hurt it when a few chunks of its muddy body solidify and crack away.

In addition to the immediate damage, around the spot where her blade strikes, the mud seems to slow and congeal from the cold. [sblock=ooc] Azryah's sword does quite well, in fact. The lashers have a sort of vulnerability to cold now described in the enemies block below:

[sblock=Sensitive to Cold] Whenever the mud lasher takes cold damage, it gains vulnerable 5 against the next attack that hits it before the end of its next turn.[/sblock]
Unfortunately this only lasts until the end of its next turn, so it will wear off before the players get to go again... it would seem wise to let Azryah attack first so other attackers later in the round have a chance to take advantage.[/sblock]
[sblock=Read after mud lasher 1 is hit by a melee attack next round]The lasher will use an immediate reaction "Amorphous Body" to shift 3 squares. It will shift to O13 (assuming no one has somehow moved it before then; also it ignores the effect of the mud and the difficult terrain of the stream)[/sblock]

Kaeysari struggles forward against the mud covering her. She gets to barely within reach, and lashes out at one of the mud flingers. She misses, but manages to shake the mud off.
"Not much we can do now other than stay clear," she says in reply to Azryah. "We can't fight it until it comes out." ooc: BenBrown didn't say so but I assume Kaeysari wished to mark the lasher?

Jynxx begins to fire an arrow, but hesitates. His indecision makes his release awkward, and he misses his mark badly.

"Huh?" says Papolstaanas, wiping mud from his face and twisting around in time to see Chaku being pulled into the hole. Then he notices the horrible snake-things menacing the cow he was admiring earlier and runs breathlessly over to rescue it. He doesn't notice anything else in the mud, but nevertheless tries to avoid the area that Azryah is pointing out.

The kobold smashes one of the broodlings into paste with his new hammer, and his winds buffet another. It turns to face him, hissing, and another one of its fellows slithers around the cow to attack. One of them manages to slip its mandibles past the warden's defenses and rip painfully at his scales. The remaining broodling continues to menace the cow, but with only one attacker to worry about, it is able to keep the snake thing at bay. Still surrounded, it cannot get away and continues to moo frantically.

The daddy (or mommy?) snake-thing ignores Chaku, reversing direction and burrowing away. It erupts out of the ground in a shower of dirt once more, now on the other side of the terrified cow. It lashes out with a claw, but perhaps a bit off balance on top of the entrance to the tunnel, it misses. The cow stumbles away, scrambling on the muddy ground a few steps from its attacker. It stands over the tunnel entrance, its udder swaying a few inches above Chaku's bald head.

[sblock=ooc/Chaku]OK, so... I'm perhaps playing the cow as a little more tactically savvy than cattle should be, by having it double shift instead of just moving away, so it doesn't suffer an opportunity attack... but an OA would likely kill it, and you want to keep it alive right? ;) Unfortunately the only spot it can double shift to is on top of Chaku's exit! Assuming you want to go back to the surface, I'll say you can scramble out from underneath the cow to any adjacent square, but that will require a whole move action - you're sort of scooting semi-prone then standing up, so it takes the whole action. (And technically, also requiring an Athletics check which Chaku cannot fail, and drawing OA from the broodlings which cannot get through his DR... ;))[/sblock]
[sblock=Nature 15]The snake creature, as well as the broodlings, seem pretty focused on getting the cows... even if driven by hunger, you'd expect it to pay more attention to an obvious threat like a goliath barbarian that has already dealt it a serious blow. Perhaps they are under some kind of compulsion? ooc: practically speaking, if you at least attack (even miss) or damage these creatures, you will prevent them from going after the cows on their next turn.[/sblock]
Meanwhile, down in the tunnel, the broodlings burrow into the main tunnel around Chaku and strike. One catches him from the rear with a tearing mandible but the barbarian barely feels the blow thanks to his transformed skin.

[sblock=ooc]By the way, the broodlings also leave tunnels behind them when they burrow, but these are so small, the PCs cannot pass through them. I'm not drawing their tunnels on the map.[/sblock]
The mud lasher engaged with Azryah suddenly swells up, forming a large bulge on the upper part of its body. This looms over the deva for a moment before it pops in a mini-tidal wave of mud that rains down on her. She is able to avoid the worst of it, only a few clods of muck striking her around the chest and arms for light damage. It rolls back in the mud patch away from her.

The other mud lasher, left alone, moves across the open ground towards Jynxx, its stubby legs pulsing as it walks. It swells over him and pops, but away from the deep mud, the attack is feeble. A single clod of dirt strikes the bard in the forehead, leaving a small bruise.

From the central mud patch, where it was swirling and quivering, another mud creature congeals and rises. It resembles the lashers, but is smaller, and quicker. Ripples and small vortexes pulse across its form. It reaches down into the mud patch and its arms spin rapidly, kicking up a huge wave of mud that blasts out at Kaeysari and Azryah, sending them tumbling back into the mud patch and knocking them off their feet. They land painfully. The deva's side is gashed by a sharp rock in the spray and she begins to bleed.

Divine fire burns the lasher under Azryah's oath in punishment for the vortex's attack on her.

The third cow runs through the broken fence, running faster than any of you have ever seen a large domestic animal move before. It disappears into the forest, its distressed lowing fading away with distance.

[sblock=Status]
18 Chaku - Q12 - 24/40 (10/10) AP: 0 - ongoing 5 acid, underground (entrance/underneath cow!)
17 --- ENEMIES ---
Large Snake Creature - R9/S10 - 27 damage, AP used
Broodling 1 - P10 - underground, concealment
Broodling 2 - Q12 - underground, concealment
Broodling 3 - O3
Broodling 4 - N1
Broodling 5 - N1
Broodling 6 - Q2
Mud Lasher 1 - K10 - 9 damage - oathed, Drowing Slam used
Mud Lasher 2 - I1 - no damage - Drowning Slam used
Mud Vortex - K7 - no damage - Whelm used
---------------
17 Papolstaanas - N2 40/40 (12/12) AP: 1
6 Jynxx - E6 - 24/29 (8/8) AP: 1
4 Kaeysari - H10 - 28/39 (10/10) AP: 1 - prone
2 Azryah - H11 - 17/34 (9/9) AP: 1 - prone, bloodied
[/sblock]

[sblock=Terrain]
Pasture Fence This low wooden fence provides cover to creatures behind it. It takes a DC 10 Athletics check to climb or hurdle it. (There are gaps in it as well.)

Deep Mud The entire pasture is fairly muddy, but the brown areas are especially deep mud. When a character enters or starts his turn in an area of deep mud, he is slowed until the end of his turn, unless he succeeds at a DC 15 athletics check. (You only must make the check once per turn - if you succeed, you can move normally in the mud for the rest of the turn.)

Stream difficult terrain

Rocks/Boulders - difficult terrain, and provide cover.

Tunnel Entrance - The large snake creature leaves tunnels behind it when it burrows. Tunnel entrances are marked by craters on the map. (e.g., P10) Treat the crater as difficult terrain if you just want to enter the square but not the tunnel. Stunt attacks to create new entrances may be possible if you know where the tunnel is - or are inside and want to make an exit.

Tunnels Tunnels are indicated by reddish brown lines on the map. (Not all tunnels are shown, only those that a PC has entered or seen.) There is bright light in the entrance square, dim light in areas within 1 or 2 squares of an entrance, and darkness farther in.

Medium creatures (and the snake thing of course) can enter these tunnels and move through them. Entering the tunnel at an entrance is automatic and no movement cost beyond entering the entrance square; leaving the tunnel and going back on the surface at an entrance requires a DC 10 Athletics check (this moves you from underground to the surface of the entrance square at a cost of 1 movement; failure ends the move action).

(If it isn't obvious, there is no line of sight or effect between creatures that are underground and creatures on the surface, except at the entrance squares... creatures at the entrance squares have cover against each other if they are on opposite sides of the surface)
[/sblock]
[sblock=Enemies]
Huge snakey creature
HP ??, bloodied ??
AC 17, Fort 14, Ref 16, Will ??
Basic Attack: Claw +8 vs AC; 1d8+5 damage

Snakey broodlings
HP 1 (minion)
AC 15, Fort ??, Ref ??, Will ??
Basic Attack: Claw +5 (+9 if grabbed by big snakey) vs AC; 4 damage

Mud Lasher
HP ??, bloodied ??
AC 15, Fort ??, Ref ??, Will ?? (Immune disease, poison)
Basic Attack: Slam +6 (+8 vs slowed or immobilized creatures) vs AC; 2d6+3 damage
Sensitive to Cold: Whenever the mud lasher takes cold damage, it gains vulnerable 5 against the next attack that hits it before the end of its next turn.

Mud Vortex
HP ??, bloodied ??
AC ??, Fort ??, Ref ??, Will ?? (Immune disease, poison)
Basic Attack: Slam +4 vs Reflex; 1d6 damage, and ongoing 5 damage (save ends)
Sensitive to Cold: Whenever the mud vortex takes cold damage, it gains vulnerable 5 against the next attack that hits it before the end of its next turn.

[/sblock]
[sblock=Mechanics]
Snake Creature
Broodlings 1 and 2 (in tunnel)
Broodlings 3, 5,
Mud Lasher 1
Mud Lasher 2
Mud Vortex
[/sblock]
[sblock=Map]
school_2.png
[/sblock]
 


Mezegis

First Post
[sblock=Minions]I have DR 5, and the block says they do 4 damage, so how did 1 point slip though? is it some effect I am unaware of?[/sblock]
 

BenBrown

First Post
Kaeysari grunts and stands up from the pile of mud she was thrown into. Seeing another of these mud creatures menacing Jynxx, she yells "Look out!" and charges the viscous monstrosity.

[sblock=actions]Athletics roll for starting in the mud: 1d20+12=17
Move: stand up.
Standard: Charge (to F6) vs. Mud Lasher : 1d20+8+1=24 2d4+4=7 and Mud Lasher 2 is marked.[/sblock][sblock=Kaeysari stat block]Kaeysari Female Longtooth Shifter Fighter 2
Initiative: +3, Passive Perception: 19, Passive Insight: 1r, Senses: Low-light
AC:19, Fort:17, Reflex:13, Will:14
HP:28/39, Bloodied:19, Surge Value:9, Surges left:10/10
Action Points: 1, Second Wind: unused
Powers: Weapon Master's Strike, Reaping Strike, Pass Forward, Covering Attack,
Longtooth Shifting,
Villain's Menace, Healing Word
[/sblock]
 

Mewness

First Post
"Don't worry," Papolstaanas says to the cow in what he hopes is a reassuring tone. "Just get ready to run, all right?" A couple of muddy leaves fly up and stick to the broodlings as he skips lightly over the mud to attack the newly appeared mud-monster. Unfortunately his hammer swing is so clumsy that he almost overbalances again.

[sblock=actions]Nature check: 1d20+7=16 success.

Free: mark broodlings 3 and 5.

Minor: attempt to shift to M3. Athletics check for mud: 1d20+9=21 success.

Move: to J6.

Standard: gale strike vs mud vortex, using student of the sword feat. 1d20+9=14 2d10+5=19 :( Well, in the unlikely event that hits, broodlings 3 and 5 are torn to pieces by the wind and mud vortex slides to K6. Vortex is marked in any case.[/sblock]
[sblock=ministats]Papolstaanas Male Kobold Warden 2
Initiative: +3
Passive Perception: 17; Passive Insight: 12; Senses: Normal
AC:19, Fort:16, Reflex:15, Will:13
+2 defenses against traps
HP:34/40, Bloodied:20, Surge Value:10, Surges left:12/12
Action Points: 1
Powers:
Shifty
Thorn Strike
Weight of Earth
Warden’s Fury (immediate interrupt)
Warden’s Grasp (immediate reaction)

Gale Strike
Erupting Font
Second Wind
Student of the Sword (feat)

Form of Winter's Herald

Conditions:

Full sheet: Papolstaanas[/sblock]
 

LadyLaw

First Post
Azryah stands up slowly. The attacks clearly weakened her, and she looks a bit wobbly. She eventually finds her footing, but all efforts to move seem thwarted. In desperation she casts a glare at the mud creature in front of her and light surrounds them both before being absorbed into the mud creature in a way quickly becoming familiar to her allies. The light seems to leave a thin shell around her, though. She says nothing, as she tries to free her feet from the deep, sucking, mud.

[sblock=Mechanics]Athletics check for starting in mud: 1d20+7=11 - *sigh*
Move: Stand Up
Minor: Enduring Spirit - +4 to all her defenses until the end of her next turn
Standard: Radiant Vengeance on Mud Lasher 1 - 1d20+5=20 vs. Reflex for 1d8+4=8 +3 for my Censure (forgot about that)=11 radiant damage
Effect: Az gains 4 temp HP[/sblock]

[sblock=Azryah Mini-stats]
Azryah - Female Deva Avenger (Censure: Retribution) 2
Passive Perception: 20, Passive Insight: 15
AC:19, Fort:14, Ref:15, Will:16 -- Speed:6
HP:17/34 (+4), Bloodied:17, Surge Value:8, Surges Left: 9/9

Action Points: 1, MI Daily Uses: 1, Milestones: 0
Powers: Bond of Retribution, Radiant Vengeance, Frost Greatsword +1 Cold DMG On/Off
Oath of Enmity, Avenging Echo, Enduring Spirit, Memory of a Thousand Lifetimes, Channel Divinity: Abjure Undead, Channel Divinity: Divine Guidance, Second Wind
Argent Mantle, Frost Greatsword +1 DMG&Slow

Damage Resistence: 6 vs. Necrotic & Radiant


Special: +1 to all defenses vs. attacks by bloodied creatures

Censure of Retribution: When any enemy other than my Oath of Enmity target hits me, I gain a +3 bonus to damage rolls against my Oath of Enmity target until the end of my next turn. This bonus is cumulative.

Conditions: +4 to all Defenses TENT[/sblock]
 
Last edited:

Mezegis

First Post
Chaku breaks for the surface as the acid continues to boil across him, sliding beneath the cow as he does. The small insectoids snap and claw, but to no avail as the goliath's toughened hide repels the blows. Squirming over to the "mother", the barbarian spins like a top, crashing into the beast with a ferocious blow, shattering chitin and muscle alike.

Laying there in the mud, he realizes his precarious situation. Hey guys, I might need some help over here... a small bit of hope shines down however, as the amount of mud he climbed through has removed most of the acid.

[sblock=Mechanics]No ongoing damage since it bounces off the DR, same for any OA's that might hit.
Move: squirm shift to Q10, (since the hole is in P11)
Standard: Howling strike 1d20+8-2=23 3d6+7=20 Apparently, the big man is better on his back... 20 damage!
Minor: yell for help since he's probably about to be KO'd
Acid save: 1d20=10[/sblock]
 

OnlytheStrong

Explorer
Jynxx twirls away from the mud flinging creature. "Chaku, do come! We are saving the cattle!"

[sblock=ooc]

Need alittle clarity here. Jynxx has an ability that lets him slide an ally 4 squares. Can that be done while he is prone? The rules for slide didn't state it.

Move: Shift to F7.
Standard: trade for another move action
Move: Use Moment of Escape on Chaku, moving him to L9 (slides ignore difficult terrain) [/sblock]
 


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