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[Adventure] Desolation Island (DM: jsb420; JUDGE: covaithe)
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<blockquote data-quote="jsb420" data-source="post: 5542550" data-attributes="member: 6672544"><p>Reef(er) Madness – Round 1</p><p> </p><p> [sblock=ooc] @<u><a href="http://www.enworld.org/forum/member.php?u=79440" target="_blank">H.M.Gimlord</a></u> : make sure to add your cloak’s +1 to Fort/Ref/Will (A.K.A. NADs)[/sblock]</p><p> </p><p> All along the water’s edge begins to bubble and froth as if boiling. Suddenly from nearby, a form crawls out onto the coral atoll, sickly green weeds clinging to it carapace. More forms also leap onto the atoll as well as shapes can be seen swimming close by. The foam nestled in the opening between the two islands of exposed coral starts to gather together forming a swarm of small crustaceans. </p><p> </p><p> [sblock=Initiative]Finnean: 9</p><p> Ixenvalignat: 19</p><p> Cyrus: 17</p><p> Damien: 20</p><p> Ardens: 12</p><p> Jesse: 1</p><p> Monsters: 10; <a href="http://invisiblecastle.com/roller/view/2995716/" target="_blank">average=6.333 (1d20+6=10)</a></p><p> </p><p> Looks like everyone is able to act before the monsters except Finnean and Jesse.</p><p> [/sblock]</p><p> </p><p> [sblock=Terrain, Please Read]<strong>Coral Atoll (whitish area)</strong>: firm ground, not difficult terrain; if knocked prone, that PC takes 1d4 damage in addition to any other damage.</p><p> </p><p> <strong>Coral Mounds</strong> (C7: D8; G10:H12; J10:L11; U7:V8; Y10:Z11; AB10:AC11): considered difficult terrain.</p><p> </p><p> <strong>Submerged Coral</strong> (light green area): consider one FULL square adjacent to the Coral Atoll to be under water and difficult terrain, this also applies to the area between the two coral atolls. Depth ranging from 1 to 2 feet of water.</p><p> </p><p> <strong>Deep Water</strong>: Beyond one square from the coral atoll is a 20-foot vertical drop to the sea floor.</p><p> </p><p> <strong>Swimming</strong>:</p><p> <strong> Swim or Tread</strong>: (as part of movement): DC 10 (calm waters) If swimming north or south, every 2 squares of movement towards the coral atoll will slide you 1 square to the east. If swimming west, you can only move 1/4 speed. If swimming east, double your swimming movement.</p><p> </p><p> <strong>Success</strong>: you swim half your speed</p><p> </p><p> <strong>Failure (by 4 or less)</strong>: you can’t swim any further as part of a movement action, but you are treading water</p><p> <strong>Failure (by 5 or more)</strong>: you can’t move any further and you sink 1 square.</p><p> </p><p> <strong>*NOTE</strong>: The seagrass becomes thicker as you move away from the coral atoll. The DC to swim increases by 2 for each square beyond the start of the Deep Water (EX: DC 10 - 1 sq away from the Submerged Coral; DC 12 - 2 sq away, etc).</p><p> </p><p> <strong>**NOTE</strong>: There is no Athletics check to climb up onto the difficult terrain of the Submerged Coral areas.</p><p> </p><p> [/sblock]</p><p> </p><p> [sblock=Map] <img src="http://i.imgur.com/5LD3l.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p> </p><p> [sblock=Combatants]Locations:</p><p> Finnean: T10</p><p> Ixenmalignat: S10 (MAP shows S9. oops!)</p><p> Cyrus: U10</p><p> Damien: T9</p><p> Ardens: U9</p><p> Jesse: U8 (on coral mound, difficult terrain)</p><p> </p><p> Craud Shrimp Swarm: P8:Q9 (in water; difficult terrain)</p><p> Craud Impaler 1: S7 (in water; difficult terrain)</p><p> Craud Impaler 2: W7 (on atoll)</p><p> Craud Impaler 3: P11 (in water; difficult terrain)</p><p> Craud Impaler 4: M12 (in water; difficult terrain)</p><p> Craud Crusher 1: N7 (in water; difficult terrain)</p><p> Craud Crusher 2: W11 (in water; difficult terrain)</p><p> </p><p> [sblock=Notes on Aquatic Combat]*Any power that has the keyword FIRE takes a -2 penalty to attack rolls. Damage rolls are unaffected.</p><p> </p><p> *While swimming or submerged: -2 to melee attack rolls with non spear-type melee or ranged weapons or crossbow-type ranged weapons.</p><p> [/sblock]</p><p> </p><p> Craud Shrimp Swarm: AC 17, FORT 15, REF 15, WILL 14; MBA Swarm of Mandibles: +7 vs. Ref; 1d6+4 and ongoing 3 damage (save ends).</p><p> [sblock=pics] <img src="http://i.imgur.com/zXhV3.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <img src="http://i.imgur.com/No7fk.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> [/sblock]</p><p> </p><p> Craud Impaler: AC 17, FORT 15, REF 15, WILL 13; MBA Claw: +8 vs. AC; 1d6+4 damage</p><p> [sblock=pic]<img src="http://i.imgur.com/ldlTP.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p> </p><p> Craud Crusher: AC 15, FORT 16, REF 16, WILL 15; MBA Claw: +9 vs. AC; 1d8+4 damage and grabbed (until escape)</p><p> [sblock=Escape]Action: Move action</p><p> Acrobatics DC 16</p><p> Athletics DC 16</p><p> Success: escape and shift 1 square[/sblock]</p><p> [sblock=pic] <img src="http://i.imgur.com/2bGYZ.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p> </p><p> Finnean: 24/24; HS 7/7; AP 1; Status</p><p> Ixenvalignat: 22/22; HS 8/8; AP 1; Status</p><p> Cyrus: 26/26; HS 9/9; AP 1; Status</p><p> Damien: 28/28; HS 9/9; AP 1; Status Aspect of the Pouncing Lynx</p><p> Ardens: 26/26; HS 9/9; AP 1; Status</p><p> Jesse: 23/23; HS 7/7; AP 1; Status</p><p> [/sblock]</p></blockquote><p></p>
[QUOTE="jsb420, post: 5542550, member: 6672544"] Reef(er) Madness – Round 1 [sblock=ooc] @[U][URL="http://www.enworld.org/forum/member.php?u=79440"]H.M.Gimlord[/URL][/U] : make sure to add your cloak’s +1 to Fort/Ref/Will (A.K.A. NADs)[/sblock] All along the water’s edge begins to bubble and froth as if boiling. Suddenly from nearby, a form crawls out onto the coral atoll, sickly green weeds clinging to it carapace. More forms also leap onto the atoll as well as shapes can be seen swimming close by. The foam nestled in the opening between the two islands of exposed coral starts to gather together forming a swarm of small crustaceans. [sblock=Initiative]Finnean: 9 Ixenvalignat: 19 Cyrus: 17 Damien: 20 Ardens: 12 Jesse: 1 Monsters: 10; [URL="http://invisiblecastle.com/roller/view/2995716/"]average=6.333 (1d20+6=10)[/URL] Looks like everyone is able to act before the monsters except Finnean and Jesse. [/sblock] [sblock=Terrain, Please Read][B]Coral Atoll (whitish area)[/B]: firm ground, not difficult terrain; if knocked prone, that PC takes 1d4 damage in addition to any other damage. [B]Coral Mounds[/B] (C7: D8; G10:H12; J10:L11; U7:V8; Y10:Z11; AB10:AC11): considered difficult terrain. [B]Submerged Coral[/B] (light green area): consider one FULL square adjacent to the Coral Atoll to be under water and difficult terrain, this also applies to the area between the two coral atolls. Depth ranging from 1 to 2 feet of water. [B]Deep Water[/B]: Beyond one square from the coral atoll is a 20-foot vertical drop to the sea floor. [B]Swimming[/B]: [B] Swim or Tread[/B]: (as part of movement): DC 10 (calm waters) If swimming north or south, every 2 squares of movement towards the coral atoll will slide you 1 square to the east. If swimming west, you can only move 1/4 speed. If swimming east, double your swimming movement. [B]Success[/B]: you swim half your speed [B]Failure (by 4 or less)[/B]: you can’t swim any further as part of a movement action, but you are treading water [B]Failure (by 5 or more)[/B]: you can’t move any further and you sink 1 square. [B]*NOTE[/B]: The seagrass becomes thicker as you move away from the coral atoll. The DC to swim increases by 2 for each square beyond the start of the Deep Water (EX: DC 10 - 1 sq away from the Submerged Coral; DC 12 - 2 sq away, etc). [B]**NOTE[/B]: There is no Athletics check to climb up onto the difficult terrain of the Submerged Coral areas. [/sblock] [sblock=Map] [IMG]http://i.imgur.com/5LD3l.jpg[/IMG][/sblock] [sblock=Combatants]Locations: Finnean: T10 Ixenmalignat: S10 (MAP shows S9. oops!) Cyrus: U10 Damien: T9 Ardens: U9 Jesse: U8 (on coral mound, difficult terrain) Craud Shrimp Swarm: P8:Q9 (in water; difficult terrain) Craud Impaler 1: S7 (in water; difficult terrain) Craud Impaler 2: W7 (on atoll) Craud Impaler 3: P11 (in water; difficult terrain) Craud Impaler 4: M12 (in water; difficult terrain) Craud Crusher 1: N7 (in water; difficult terrain) Craud Crusher 2: W11 (in water; difficult terrain) [sblock=Notes on Aquatic Combat]*Any power that has the keyword FIRE takes a -2 penalty to attack rolls. Damage rolls are unaffected. *While swimming or submerged: -2 to melee attack rolls with non spear-type melee or ranged weapons or crossbow-type ranged weapons. [/sblock] Craud Shrimp Swarm: AC 17, FORT 15, REF 15, WILL 14; MBA Swarm of Mandibles: +7 vs. Ref; 1d6+4 and ongoing 3 damage (save ends). [sblock=pics] [IMG]http://i.imgur.com/zXhV3.jpg[/IMG] [IMG]http://i.imgur.com/No7fk.jpg[/IMG] [/sblock] Craud Impaler: AC 17, FORT 15, REF 15, WILL 13; MBA Claw: +8 vs. AC; 1d6+4 damage [sblock=pic][IMG]http://i.imgur.com/ldlTP.jpg[/IMG][/sblock] Craud Crusher: AC 15, FORT 16, REF 16, WILL 15; MBA Claw: +9 vs. AC; 1d8+4 damage and grabbed (until escape) [sblock=Escape]Action: Move action Acrobatics DC 16 Athletics DC 16 Success: escape and shift 1 square[/sblock] [sblock=pic] [IMG]http://i.imgur.com/2bGYZ.jpg[/IMG][/sblock] Finnean: 24/24; HS 7/7; AP 1; Status Ixenvalignat: 22/22; HS 8/8; AP 1; Status Cyrus: 26/26; HS 9/9; AP 1; Status Damien: 28/28; HS 9/9; AP 1; Status Aspect of the Pouncing Lynx Ardens: 26/26; HS 9/9; AP 1; Status Jesse: 23/23; HS 7/7; AP 1; Status [/sblock] [/QUOTE]
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[Adventure] Desolation Island (DM: jsb420; JUDGE: covaithe)
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