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<blockquote data-quote="ryryguy" data-source="post: 5266318" data-attributes="member: 64945"><p><strong>School round 2</strong></p><p></p><p>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. <span style="color: DarkSlateGray">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. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /></span></p><p></p><p>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.</p><p><span style="color: DarkGreen"></span></p><p><span style="color: DarkGreen">"It looks like there might me more in the center,"</span> 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. </p><p></p><p>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: </p><p></p><p>[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]</p><p>Unfortunately this only lasts until the end of <em>its </em>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]</p><p>[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]</p><p></p><p>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.</p><p><span style="color: PaleTurquoise">"Not much we can do now other than stay clear,"</span> she says in reply to Azryah. <span style="color: PaleTurquoise">"We can't fight it until it comes out."</span> <span style="color: DarkSlateGray">ooc: BenBrown didn't say so but I assume Kaeysari wished to mark the lasher?</span></p><p></p><p>Jynxx begins to fire an arrow, but hesitates. His indecision makes his release awkward, and he misses his mark badly.</p><p></p><p><span style="color: Wheat">"Huh?"</span> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>[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? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> 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... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />)[/sblock]</p><p>[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? <span style="color: DarkSlateGray">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.</span>[/sblock]</p><p>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. </p><p></p><p>[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]</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Divine fire burns the lasher under Azryah's oath in punishment for the vortex's attack on her.</p><p></p><p>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.</p><p></p><p>[sblock=Status]</p><p>18 Chaku - Q12 - <span style="color: yellow">24/40</span> (10/10) AP: 0 - ongoing 5 acid, underground (entrance/underneath cow!)</p><p>17 --- ENEMIES ---</p><p>Large Snake Creature - R9/S10 - <span style="color: yellow">27 damage</span>, AP used</p><p>Broodling 1 - P10 - underground, concealment</p><p>Broodling 2 - Q12 - underground, concealment</p><p>Broodling 3 - O3</p><p><s>Broodling 4 - N1</s></p><p>Broodling 5 - N1</p><p>Broodling 6 - Q2</p><p>Mud Lasher 1 - K10 - <span style="color: yellow">9 damage</span> - oathed, Drowing Slam used</p><p>Mud Lasher 2 - I1 - <span style="color: green">no damage</span> - Drowning Slam used</p><p>Mud Vortex - K7 - <span style="color: green">no damage</span> - Whelm used</p><p>---------------</p><p>17 Papolstaanas - N2 <span style="color: green">40/40</span> (12/12) AP: 1</p><p>6 Jynxx - E6 - <span style="color: yellow">24/29</span> (8/8) AP: 1 </p><p>4 Kaeysari - H10 - <span style="color: yellow">28/39</span> (10/10) AP: 1 - prone</p><p>2 Azryah - H11 - <span style="color: red">17/34</span> (9/9) AP: 1 - prone, bloodied</p><p>[/sblock]</p><p></p><p>[sblock=Terrain]</p><p><strong>Pasture Fence</strong> 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.)</p><p></p><p><strong>Deep Mud</strong> 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.)</p><p></p><p><strong>Stream</strong> difficult terrain</p><p></p><p><strong>Rocks/Boulders</strong> - difficult terrain, and provide cover. </p><p></p><p><strong>Tunnel Entrance</strong> - 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.</p><p></p><p><strong>Tunnels</strong> 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.</p><p></p><p>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). </p><p></p><p>(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) </p><p>[/sblock]</p><p>[sblock=Enemies]</p><p><strong>Huge snakey creature</strong></p><p>HP ??, bloodied ??</p><p>AC 17, Fort 14, Ref 16, Will ??</p><p>Basic Attack: Claw +8 vs AC; 1d8+5 damage</p><p></p><p><strong>Snakey broodlings</strong></p><p>HP 1 (minion)</p><p>AC 15, Fort ??, Ref ??, Will ??</p><p>Basic Attack: Claw +5 (+9 if grabbed by big snakey) vs AC; 4 damage</p><p></p><p><strong>Mud Lasher</strong></p><p>HP ??, bloodied ??</p><p>AC 15, Fort ??, Ref ??, Will ?? (Immune disease, poison)</p><p>Basic Attack: Slam +6 (+8 vs slowed or immobilized creatures) vs AC; 2d6+3 damage</p><p>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.</p><p></p><p><strong>Mud Vortex</strong></p><p>HP ??, bloodied ??</p><p>AC ??, Fort ??, Ref ??, Will ?? (Immune disease, poison)</p><p>Basic Attack: Slam +4 vs Reflex; 1d6 damage, and ongoing 5 damage (save ends)</p><p>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.</p><p></p><p>[/sblock]</p><p>[sblock=Mechanics]</p><p><strong>Snake Creature</strong></p><ul> <li data-xf-list-type="ul">Move: burrow to R9/S10 (new tunnel entrance at S10)</li> <li data-xf-list-type="ul">Standard: <a href="http://invisiblecastle.com/roller/view/2632713/" target="_blank">Claw vs. Cow (oh, the pathos!) (1d20+8=10, 1d8+5=10)</a> That's a lucky cow!</li> </ul><p><strong>Broodlings 1 and 2 (in tunnel)</strong></p><ul> <li data-xf-list-type="ul">Move: to P10/Q12</li> <li data-xf-list-type="ul">Standard: Mandible Rip (1 each): <a href="http://invisiblecastle.com/roller/view/2632706/" target="_blank">Mandible Rip (x2) vs. Chaku (1d20+4=23, 1d20+4=13)</a> One hit, for 1 point of damage after DR.</li> </ul><p><strong>Broodlings 3, 5, </strong></p><ul> <li data-xf-list-type="ul">Move( broodling 5): to N1</li> <li data-xf-list-type="ul">Standard: Mandible Rip vs Papol (1 each): <a href="http://invisiblecastle.com/roller/view/2632708/" target="_blank">Mandible Rip (x2) vs. Papol (1d20+4=20, 1d20+4=5)</a> One hit for 6 damage.</li> </ul><p><strong>Mud Lasher 1</strong></p><ul> <li data-xf-list-type="ul">Standard: <a href="http://invisiblecastle.com/roller/view/2632720/" target="_blank">Drowning Slam vs. Azryah (marked) (1d20+4-2=6, 2d6+3=12)</a> Misses Fort 6 (terrible roll!). Still does half damage (6).</li> <li data-xf-list-type="ul">Move: shift to L11</li> </ul><p><strong>Mud Lasher 2</strong></p><ul> <li data-xf-list-type="ul">Move: to E5</li> <li data-xf-list-type="ul">Standard: <a href="http://invisiblecastle.com/roller/view/2632721/" target="_blank">Drowning Slam vs. Jynxx (1d20+4=6, 2d6+3=10)</a> Wow, another 2! Half damage (5).</li> </ul><p><strong>Mud Vortex</strong></p><ul> <li data-xf-list-type="ul">Move; emerge/congeal at</li> <li data-xf-list-type="ul">Standard: Whelm (blast 3)<a href="http://invisiblecastle.com/roller/view/2632725/" target="_blank">Whelm vs. Kaeysari, Azryah (1d20+5=18, 1d20+5=18, 2d6+2=11)</a> Both hit for 11 damage, push 2, and knocked prone.</li> <li data-xf-list-type="ul">Bond of Retribution deals 3 radiant to mud lasher 1.</li> </ul><p>[/sblock]</p><p>[sblock=Map]<img src="http://i737.photobucket.com/albums/xx14/ryryguy_l4w/FOG_School/school_2.png" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock]</p></blockquote><p></p>
[QUOTE="ryryguy, post: 5266318, member: 64945"] [b]School round 2[/b] 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. [COLOR="DarkSlateGray"]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. :([/COLOR] 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. [COLOR=DarkGreen] "It looks like there might me more in the center,"[/COLOR] 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 [i]its [/i]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. [COLOR="PaleTurquoise"]"Not much we can do now other than stay clear,"[/COLOR] she says in reply to Azryah. [COLOR="PaleTurquoise"]"We can't fight it until it comes out."[/COLOR] [COLOR="DarkSlateGray"]ooc: BenBrown didn't say so but I assume Kaeysari wished to mark the lasher?[/COLOR] Jynxx begins to fire an arrow, but hesitates. His indecision makes his release awkward, and he misses his mark badly. [COLOR="Wheat"]"Huh?"[/COLOR] 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? [COLOR="DarkSlateGray"]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.[/COLOR][/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 - [color=yellow]24/40[/color] (10/10) AP: 0 - ongoing 5 acid, underground (entrance/underneath cow!) 17 --- ENEMIES --- Large Snake Creature - R9/S10 - [color=yellow]27 damage[/color], AP used Broodling 1 - P10 - underground, concealment Broodling 2 - Q12 - underground, concealment Broodling 3 - O3 [s]Broodling 4 - N1[/s] Broodling 5 - N1 Broodling 6 - Q2 Mud Lasher 1 - K10 - [color=yellow]9 damage[/color] - oathed, Drowing Slam used Mud Lasher 2 - I1 - [color=green]no damage[/color] - Drowning Slam used Mud Vortex - K7 - [color=green]no damage[/color] - Whelm used --------------- 17 Papolstaanas - N2 [color=green]40/40[/color] (12/12) AP: 1 6 Jynxx - E6 - [color=yellow]24/29[/color] (8/8) AP: 1 4 Kaeysari - H10 - [color=yellow]28/39[/color] (10/10) AP: 1 - prone 2 Azryah - H11 - [color=red]17/34[/color] (9/9) AP: 1 - prone, bloodied [/sblock] [sblock=Terrain] [b]Pasture Fence[/b] 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.) [b]Deep Mud[/b] 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.) [b]Stream[/b] difficult terrain [b]Rocks/Boulders[/b] - difficult terrain, and provide cover. [b]Tunnel Entrance[/b] - 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. [b]Tunnels[/b] 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] [b]Huge snakey creature[/b] HP ??, bloodied ?? AC 17, Fort 14, Ref 16, Will ?? Basic Attack: Claw +8 vs AC; 1d8+5 damage [b]Snakey broodlings[/b] HP 1 (minion) AC 15, Fort ??, Ref ??, Will ?? Basic Attack: Claw +5 (+9 if grabbed by big snakey) vs AC; 4 damage [b]Mud Lasher[/b] 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. [b]Mud Vortex[/b] 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] [b]Snake Creature[/b] [list] [*]Move: burrow to R9/S10 (new tunnel entrance at S10) [*]Standard: [url=http://invisiblecastle.com/roller/view/2632713/]Claw vs. Cow (oh, the pathos!) (1d20+8=10, 1d8+5=10)[/url] That's a lucky cow! [/list] [b]Broodlings 1 and 2 (in tunnel)[/b] [list] [*]Move: to P10/Q12 [*]Standard: Mandible Rip (1 each): [url=http://invisiblecastle.com/roller/view/2632706/]Mandible Rip (x2) vs. Chaku (1d20+4=23, 1d20+4=13)[/url] One hit, for 1 point of damage after DR. [/list] [b]Broodlings 3, 5, [/b] [list] [*]Move( broodling 5): to N1 [*]Standard: Mandible Rip vs Papol (1 each): [url=http://invisiblecastle.com/roller/view/2632708/]Mandible Rip (x2) vs. Papol (1d20+4=20, 1d20+4=5)[/url] One hit for 6 damage. [/list] [b]Mud Lasher 1[/b] [list] [*]Standard: [url=http://invisiblecastle.com/roller/view/2632720/]Drowning Slam vs. Azryah (marked) (1d20+4-2=6, 2d6+3=12)[/url] Misses Fort 6 (terrible roll!). Still does half damage (6). [*]Move: shift to L11 [/list] [b]Mud Lasher 2[/b] [list] [*]Move: to E5 [*]Standard: [url=http://invisiblecastle.com/roller/view/2632721/]Drowning Slam vs. Jynxx (1d20+4=6, 2d6+3=10)[/url] Wow, another 2! Half damage (5). [/list] [B]Mud Vortex[/B] [list] [*]Move; emerge/congeal at [*]Standard: Whelm (blast 3)[url=http://invisiblecastle.com/roller/view/2632725/]Whelm vs. Kaeysari, Azryah (1d20+5=18, 1d20+5=18, 2d6+2=11)[/url] Both hit for 11 damage, push 2, and knocked prone. [*]Bond of Retribution deals 3 radiant to mud lasher 1. [/list] [/sblock] [sblock=Map][IMG]http://i737.photobucket.com/albums/xx14/ryryguy_l4w/FOG_School/school_2.png[/IMG][/sblock] [/QUOTE]
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Adventure: Food of the Gods (DM: ryryguy, Judge: renau1g)
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