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Adventure: Food of the Gods (DM: ryryguy, Judge: renau1g)
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<blockquote data-quote="ryryguy" data-source="post: 5078162" data-attributes="member: 64945"><p>Through the edge of the smoke, a large hut is visible dead ahead. A sobbing shout comes from behind it: <span style="color: MediumTurquoise">"Oh gods, whoever that is, help me, oh gods help me!" </span> The shout is followed by laughter and someone speaking in Magari.</p><p></p><p>[sblock=Magari->Dwarven]<strong>??? ??? blasphemer ???</strong>[/sblock]</p><p>Two smaller huts, both on fire, are located to the left. There are a few trees, still alive and standing, in the clear area around the huts. There are also a few more bloody bodies.</p><p></p><p>[sblock=Note on perception checks]I'll be continuing to post blocks with perception targets. If you have a high enough passive score, go ahead and read 'em. Now that we've entered combat, you can also choose to make an active perception check as a minor action. You can apply the results of these checks to any of the passive perception blocks. </p><p></p><p>Note: if there is something (such as a Stealthed enemy) where the DC is too high for anyone in the party to beat it with passive Perception, I won't post a block for it! (FYI, Jynxx has the highest passive Perception at 22.)[/sblock]</p><p>[Sblock=Perception DC 15]There are some pods or husks hanging from the branches of these trees. They look a lot like the thing that the person depicted in the statuette was holding.[/sblock]</p><p>[sblock=Perception DC 22]There is a small humanoid at I9, hiding behind the tree.[/sblock]</p><p>On the right side of the hut is what looks like a stone cistern, about 5 feet high. It's flush with the hut (you can't pass between them.)</p><p></p><p>[sblock=Perception DC 13]There's something in the undergrowth behind the cistern moving around and making rustling noises. It's in M19. However, no one has line of sight to it, so you can't tell what it is.[/sblock]</p><p>[sblock=Map](Note, the fog of war is turned on... no one has line of sight into the greyed out areas! And if it matters, you can't see each other across the column of burning trees, that blocks line of sight.)</p><p></p><p><img src="http://i737.photobucket.com/albums/xx14/ryryguy_l4w/plantation5.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>[/sblock]</p><p>[sblock=Status]</p><p>Initiative: <a href="http://invisiblecastle.com/roller/view/2393852/" target="_blank">Azryah; Chaku; Cillani; Jynxx; Kaeysari; Papolstaanas; Bad guys (1d20=1, 1d20+1=2, 1d20=4, 1d20=18, 1d20+2=16, 1d20+2=7, 1d20+4=15)</a> (and BenBrown rolled his own, getting a 19)</p><p></p><p>Kaeysari and Jynxx can act before the bad guys. Once they have posted, everybody hang on for the bad guys' turn. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>19 Kaeysari - U15 - 28/28 (10/10) AP: 1 - Stealth 21</p><p>18 Jynxx - S11 - 24/24 (8/8) AP: 1</p><p>-- BAD GUYS (15)</p><p>7 Papolstaanas - T11 - 35/35 (13/13) AP: 1 - Stealth 8</p><p>4 Cillani - X11 - 23/23 (7/7) AP: 1</p><p>2 Chaku - T16 - 33/33 (12/12) AP: 1</p><p>1 Azryah - V11 - 28/28 (9/9) AP: 1 - Stealth 17</p><p>-- KRASSUS (0)[/sblock]</p><p>[sblock=Terrain Notes]</p><p><strong>Undergrowth (green squares)</strong> - difficult terrain, and provides concealment to Small creatures or prone Medium creatures.</p><p></p><p><strong>Trees (4 squares each around the green tree pictures)</strong> - provide cover against enemies on the other side of the center point, where the trunk is. Either horizontal or vertical direction counts for determining "other side". I.e., for the tree at N8 - N9 - O8 - O9, if a creature is in N8, it has cover against enemies who are in rows O or higher, or who are in columns 9 or higher.</p><p></p><p><strong>Burning trees (reddish squares)</strong> - these squares are heavily obscured terrain (from thick smoke), provide cover, and deal 1d6 fire damage to creatures entering or starting their turn in them.</p><p></p><p><strong>Smoke (grey squares)</strong> - lightly obscured terrain (provides concealment).</p><p></p><p><strong>Huts</strong> - Blocking terrain. Can be climbed with a DC 15 Athletics check; climbing distance is 2 squares (so requires 4 squares of movement to reach the top). It is unclear how much weight the thatched roofs can support...</p><p></p><p><strong>Cistern</strong> - Blocking/hindering terrain. You must make a DC 10 Athletics check to clamber over the rim; failure wastes 1 square of movement. You may remain on the rim and move to an adjacent cistern square with a DC 10 Acrobatics check; failure means you fall off the rim into the water (no damage, but see below). You may also simply choose to enter the water. The water is difficult terrain. Once inside, you need another DC 10 Athletics check to get back up on the rim. From the rim you may enter non-cistern squares normally. (Sheesh, sounds complicated! But basically the idea is checks to move onto and around the rim, or you could just go through it requiring you to go over the rim twice, once in and once out.)</p><p></p><p><strong>Drying tables</strong> - Blocking terrain. DC 10 Athletics or Acrobatics to jump up on top. Moving on the top is difficult terrain.[/sblock]</p></blockquote><p></p>
[QUOTE="ryryguy, post: 5078162, member: 64945"] Through the edge of the smoke, a large hut is visible dead ahead. A sobbing shout comes from behind it: [COLOR="MediumTurquoise"]"Oh gods, whoever that is, help me, oh gods help me!" [/COLOR] The shout is followed by laughter and someone speaking in Magari. [sblock=Magari->Dwarven][B]??? ??? blasphemer ???[/B][/sblock] Two smaller huts, both on fire, are located to the left. There are a few trees, still alive and standing, in the clear area around the huts. There are also a few more bloody bodies. [sblock=Note on perception checks]I'll be continuing to post blocks with perception targets. If you have a high enough passive score, go ahead and read 'em. Now that we've entered combat, you can also choose to make an active perception check as a minor action. You can apply the results of these checks to any of the passive perception blocks. Note: if there is something (such as a Stealthed enemy) where the DC is too high for anyone in the party to beat it with passive Perception, I won't post a block for it! (FYI, Jynxx has the highest passive Perception at 22.)[/sblock] [Sblock=Perception DC 15]There are some pods or husks hanging from the branches of these trees. They look a lot like the thing that the person depicted in the statuette was holding.[/sblock] [sblock=Perception DC 22]There is a small humanoid at I9, hiding behind the tree.[/sblock] On the right side of the hut is what looks like a stone cistern, about 5 feet high. It's flush with the hut (you can't pass between them.) [sblock=Perception DC 13]There's something in the undergrowth behind the cistern moving around and making rustling noises. It's in M19. However, no one has line of sight to it, so you can't tell what it is.[/sblock] [sblock=Map](Note, the fog of war is turned on... no one has line of sight into the greyed out areas! And if it matters, you can't see each other across the column of burning trees, that blocks line of sight.) [IMG]http://i737.photobucket.com/albums/xx14/ryryguy_l4w/plantation5.png[/IMG] [/sblock] [sblock=Status] Initiative: [url=http://invisiblecastle.com/roller/view/2393852/]Azryah; Chaku; Cillani; Jynxx; Kaeysari; Papolstaanas; Bad guys (1d20=1, 1d20+1=2, 1d20=4, 1d20=18, 1d20+2=16, 1d20+2=7, 1d20+4=15)[/url] (and BenBrown rolled his own, getting a 19) Kaeysari and Jynxx can act before the bad guys. Once they have posted, everybody hang on for the bad guys' turn. :) 19 Kaeysari - U15 - 28/28 (10/10) AP: 1 - Stealth 21 18 Jynxx - S11 - 24/24 (8/8) AP: 1 -- BAD GUYS (15) 7 Papolstaanas - T11 - 35/35 (13/13) AP: 1 - Stealth 8 4 Cillani - X11 - 23/23 (7/7) AP: 1 2 Chaku - T16 - 33/33 (12/12) AP: 1 1 Azryah - V11 - 28/28 (9/9) AP: 1 - Stealth 17 -- KRASSUS (0)[/sblock] [sblock=Terrain Notes] [b]Undergrowth (green squares)[/b] - difficult terrain, and provides concealment to Small creatures or prone Medium creatures. [b]Trees (4 squares each around the green tree pictures)[/b] - provide cover against enemies on the other side of the center point, where the trunk is. Either horizontal or vertical direction counts for determining "other side". I.e., for the tree at N8 - N9 - O8 - O9, if a creature is in N8, it has cover against enemies who are in rows O or higher, or who are in columns 9 or higher. [b]Burning trees (reddish squares)[/b] - these squares are heavily obscured terrain (from thick smoke), provide cover, and deal 1d6 fire damage to creatures entering or starting their turn in them. [b]Smoke (grey squares)[/b] - lightly obscured terrain (provides concealment). [b]Huts[/b] - Blocking terrain. Can be climbed with a DC 15 Athletics check; climbing distance is 2 squares (so requires 4 squares of movement to reach the top). It is unclear how much weight the thatched roofs can support... [b]Cistern[/b] - Blocking/hindering terrain. You must make a DC 10 Athletics check to clamber over the rim; failure wastes 1 square of movement. You may remain on the rim and move to an adjacent cistern square with a DC 10 Acrobatics check; failure means you fall off the rim into the water (no damage, but see below). You may also simply choose to enter the water. The water is difficult terrain. Once inside, you need another DC 10 Athletics check to get back up on the rim. From the rim you may enter non-cistern squares normally. (Sheesh, sounds complicated! But basically the idea is checks to move onto and around the rim, or you could just go through it requiring you to go over the rim twice, once in and once out.) [b]Drying tables[/b] - Blocking terrain. DC 10 Athletics or Acrobatics to jump up on top. Moving on the top is difficult terrain.[/sblock] [/QUOTE]
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