The day dawns clear and bright.
During the night, the ocean’s tides claimed any and all signs of battle from the night before, as well as any flotsam you deemed unnecessary the previous day. Before going to sleep, you secured the
Loose Lady a little ways into the jungle, and after covering her with loose branches, you feel sure that no one will discover her. Everyone realizes that the
Loose Lady is your only way off this forsaken island and you mean to take measures to ensure her safety. Rogar said he has only two weeks of supplies before he must leave to restock. With one day down, you feel your time fading away like sands from an hourglass. You pack your gear and head out.
Fierro fearlessly leads the way, followed closely by Cyrus, Finnean and Jesse, Ixen leads from the rear.
Travel along the coast is more difficult than you expected. Tide pools, crevasses, clusters of volcanic glass and lava rock, even the jungle itself all seem determined to stall your progress. A few miles of broken coastline stymied your progress to almost a crawl. As the landscape rises and falls, you are given a good view of the coral surrounding the island, and all the derelict ships wrecked upon it. You get the sinking feeling that escaping this cursed island will be tougher than it was getting here.
It is early afternoon before you make it to the western side of the island. You continue your journey now to the north. By late afternoon, the sun setting over your left shoulder, Cyrus comes back to the party after scouting ahead. He reports that a gigantic stone face lies directly ahead of the group, half buried in the sand. Its face is up turned, staring at the sky and further up is what looks like a stone hand extending up. He also spied a ragged wooden bridge in the distance, extending out to one of the derelict ships lining the coast. Lastly he tells of small scurrying humanoids, goblins, hurrying here and there. As Cyrus finishes his tale, a now familiar greenish glow suddenly pierces the dusky sky, much brighter and closer than before! You have found where the ghostly light is located! You're still not sure as to what is causing the glow so you advance cautiously.
GM: | You gain a surprise round against these goblins, so you get one free action (Move, Minor OR Standard). Once the surprise round is over, I’ll roll Initiatives and announce who can go before the monsters. | |
[sblock=Map & Terrain]
Illumination: sunset/dusk, pale green light provides dim light
Shore: difficult terrain (within 2 squares of water)
Water: From the shore out 2 squares, the water comes up to a medium-sized creature’s knees, any further and you must swim
Rock Outcroppings: 5-10ft tall; blocking terrain; provides total cover if hiding behind it; Athletics (DC 15) to climb.
Tide Pools (V19:X21 & X29:Y30): 3 feet deep; if pushed, pulled, or slid, save vs. falling in (make: fall prone at edge)
Shipwrecks: considered difficult terrain.
Upturned face: 5-feet tall; blocking terrain; Athletics (DC 15) to climb.
Raised Hand: slopes up 20-feet at palm; considered difficult terrain; one Acrobatics (DC 12) to keep balance (up or down)[/sblock]
[sblock=Combatants]Goblin Cutter: AC 17; Fort 13; Ref 15; Will 12; 1 hp (a miss never damages a minion); MBA (short sword): +6 vs. AC; 4 damage (5 damage on a critical hit);
Goblin Tactics: immediate reaction; at-will; when missed by a melee attack, the goblin cutter can shift 1 square.
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Goblin Cutter 1 (F18): 1 hp; Status:
Goblin Cutter 2 (M12): 1 hp; Status:
Goblin Cutter 3 (P10): 1 hp; Status:
Goblin Cutter 4 (AD24): 1 hp; Status:
Goblin Cutter 5 (O21): 1 hp; Status:
Goblin Cutter 6 (K15): 1 hp; Status:
Goblin Blackblade: AC 18; Fort 15; Ref 15; Will 13; 38/38 hp; MBA (short sword):+8 vs. AC; 1d6+3 damage;
Goblin Tactics: immediate reaction; at-will; when missed by a melee attack, the goblin blackblade can shift 1 square;
Combat Advantage: the goblin blackblade deals an extra 1d6 damage against any creature it has combat advantage against;
Sneaky: when shifting, a goblin blackblade can shift into a space occupied by an ally of equal level or lower and that ally can shift into the blackblade’s previous square as a free action.
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Goblin Blackblade 1 (T7):
38/38 hp; Status:
Goblin Blackblade 2 (W17):
38/38 hp; Status:
Goblin Hexer: AC 19; Fort 15; Ref 15; Will 16; 64/64 hp; MBA (hexer rod): +10 vs. AC; 1d6+3 damage; RBA (Blinding Hex): Ranged 10; +9 vs. Fort; 2d6+3 damage and the target is blinded (save ends);
Stinging Hex (encounter; recharge 4-6): Ranged 10; +9 vs. Will; the target takes 3d6+3 damage if it shifts or moves during its next turn;
Vexing Cloud (encounter; Zone; Sustain: Minor): area burst 3 within 10 squares; enemies only; all enemies within the zone take a -2 penalty to attack rolls. The zone grants concealment to the goblin hexer and its allies while within it. The goblin hexer can sustain the zone as a minor action and move it up to 5 squares with a move action;
Incite Bravery: Immediate reaction: when an ally within 10 squares uses goblin tactics; the targeted ally can shift an additional square and make a basic attack;
Lead from the Rear: immediate reaction: when targeted by a ranged attack; the goblin hexer can change the attack’s target to an adjacent ally of its level or lower;
Goblin Tactics: immediate reaction; at-will; when missed by a melee attack, the goblin hexer can shift 1 square.
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Goblin Hexer (AC7):
64/64 hp; Status: 20ft up
Finnean (S40):
29/29; HS 7/7; AP 1 ; Ardent Surge [1]; Status:
Ixenvalignat (U42):
32/32; HS 8/8; AP 1; Inspiring Word [1], [2]; Status:
Cyrus (U40):
31/31; HS 9/9; AP 1; Status:
Jesse (T41):
29/29; HS 7/7; AP 1; Potion of Healing; Status:
Fierro (T39):
35/35; HS 11/11; AP 1; Status:[/sblock]