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

[sblock=OOC]I'm thinking somewhere in the area of U or T 11 is more what he has in mind. Since you aren't wearing any armor, staying as far away as possible from pointy teeth is good! You'll probably still have concealment from the plantlife there too.[/sblock]
 

log in or register to remove this ad

[sblock=Charm]For Cillani to move to S15 she'd have to walk through the burning trees (she's now at X11). However you could do that and take at most 1 point of damage (and more likely no damage) since your fire manifestation gives you fire resistance. Just let me know where you want to be.[/sblock]
[sblock=Charm, OnlytheStrong]In the future please put a little blurb about what power you are using and who you are targeting with it in the invisible castle "Note" box. (Only, probably this is just because you hit enter prematurely, like you said.)

Charm, this is especially important if you're targeting multiple enemies, so that we know which roll goes with which enemy. In this case both rolls hit so it didn't matter which was which. :) Also FYI, you can do multiple rolls together. So you might have entered both attack rolls plus damage as "1d20+4;1d20+4;1d6+4". (you can do each roll separately if you want, it's just quicker to combine them, less links to cut and paste.) Then something like, "Vanguard's Lighting vs Swarm Q, Swarm X" in the Note box.

I'll do one as an example here: Vanguard Lightning vs Swarm Q, Swarm X (1d20+4=16, 1d20+4=24, 1d6+5=11) Hey, I got another crit, lucky it was just an example! :) Anyway, this time we can tell the roll of 16 is against Swarm Q and the crit is against Swarm X.

For Hand of Radiance, you have to make separate damage rolls as well, so it might look like this: Hand o' Radiance vs. Swarm Q, Swarm X (1d20+4=21, 1d4+4=5, 1d20+4=18, 1d4+4=6) So assuming both 21 and 18 are hits, then the first damage roll (5) goes with Swarm Q, the second damage roll (6) goes with Swarm X.

Don't sweat not knowing this. It takes some getting used to. As a controller you'll be attacking multiple targets a lot so you'll get plenty of practice! ;)[/sblock]
[sblock=General rolling note]One other general note, when you have particular bonuses and penalties to a roll, it's helpful to me if you call them out both in the roll and the Note text. For example, if you had combat advantage against Swarm Q only, giving you a +2 to hit, this is how I'd prefer you enter it in invisible castle. Roll: "1d20+4+2;1d20+4;1d6+4", Note: "Vanguard's Lighting vs Swarm Q (w/Combat Adv.), Swarm X". That way I can see the +2 in the roll part and look at the note to see where it came from... or when I see "Combat Adv." in the note part, I can look at the roll and see you didn't forget the +2. (Definitely don't sweat this if you forget, but if you remember it helps.)[/sblock]
The invoker's lightning blast badly scorches the swarms, instantly killing a dozen or so vipers from each group. They instinctively try to move away from the source of the pain. The group that is pinned by the warden's whirlwind is too disoriented to do more than writhe in place, but the other slithers rapidly away from the hut, seeking to punish whatever hurt them. They pour past Papolstaanas and swarm over Jynxx!

// The swarm uses Survival Instinct (immediate reaction triggered by being hit by an area or close attack) to shift 3 squares, to S11, entering Jynxx's space. (Good thing the other cannot shift due to warden's grasp!)

[sblock=Swarm...]Glossary: "A swarm is composed of multiple creatures but functions as a single creature. A swarm can occupy the same space as another creature, and an enemy can enter a swarm’s space, which is difficult terrain. A swarm cannot be pulled, pushed, or slid by melee or ranged attacks. A swarm can squeeze through any opening large enough for even one of its constituent creatures. For example, a swarm of bats can squeeze through any opening large enough for one of the bats to squeeze through."

(The rules don't say anything about changes to attacking a swarm that is in another creature's space so it just works normally, there is no chance to hit Jynxx or anything like that. The swarm does have concealment now since it's in a smoke square... but I'd think neither Jynxx nor it have concealment from each other when they're in the same square. I also think being in the same square counts as an "adjacent square" for most purposes, i.e. if Jynxx moved from that square without shifting, that would count as moving from an adjacent square and provoke an opportunity attack.[/sblock]
 
Last edited:

[sblock=ooc]I'm not entirely certain where everything ended up, but I believe that swarm Q is now in space S11 while swarm X is trapped in P13, so I'm going to make this attack based on that. Based on that, I should have LOS to both of them, so I would like to target whichever one Jynxx shot at. No one specified which one that is, but Az would want to focus fire.[/sblock]

Azryah began to move forward when she saw her allies getting badly wounded, then stopped short. Seeing Jynxx shoot at one of the swarms, she decides to focus her fire in that direction. It looked to her like it would be best to work on taking one target down than splitting things up, based on how badly hurt Kaeysari and Chaku looked.

She stares at the swarm in question and as she does a light surrounds it and then seems to flow into it, but it doesn't appear to do much to the snakes.

[sblock=actions]Move: U11
Standard: Radient Vengence - Attack: 1d20+4-2=15 vs. Reflex; Damage if applicable: 1d8+4=7 (needs to be cut in half, so 3)
Other notes: If that attack was a hit, Az also now has 4 temp hit points.[/sblock]

[sblock=ooc]Decided against using my daily since I could only hit one target. Az now officially feels mega lame. :P[/sblock]

[sblock=Azryah stats]Azryah- Female Deva Avenger (Censure: Retribution) 1
Passive Perception: 19, Passive Insight: 14
AC:16, Fort:13, Ref:14, Will:15 -- Speed:6
HP:28/28 (+4?), Bloodied:14, Surge Value:7, Surges Left: 9/9
Damage Resistence: 5 vs. Necrotic & Radiant
Special: +1 to all defenses vs. attacks by bloodied creatures
Action Points: 1, Second Wind: not used
Powers: Bond of Retribution, Radiant Vengeance
Oath of Enmity
,Avenging Echo, Memory of a Thousand Lifetimes, Channel Divinity: Abjure Undead, Channel Divinity: Divine Guidance
Argent Mantle[/sblock]
 

[sblock=ooc]LadyLaw you were correct about the current positions of the swarms.

Jynxx did not indicate which swarm he attacked (no doubt because he pulled the trigger by accident on IC) so I assumed it was the one closer to him at that time - Swarm X, the one that's still up by the hut.

Radiant Vengance hits... Swarm Ref is 15.

I'll try to update with the bad guy's turn in the next couple of hours, but might not be able to... RL stuff to do![/sblock]
 

[sblock=ooc]Just got back from my tabletop (carpet-top?) game and yikes!

I'm going to bed soon but likely the plan for next turn will involve Papolstaanas using his Stormheart second wind to bunch the snakes up again so we can blast 'em good. Hopefully we can get out of their reaction range. Eep.[/sblock]
 

Chaku staggers slightly as the bullet bashes into his throat, and nearly collapsing his windpipe. Coughing up blood as he steadies himself, he looks up to where the halfling retreated. Nice shot thigh-high, but you've only made me angry, and given away your position. The massive barbarian sweeps his hand over the ground he's bled upon, feeling the texture of the stones beneath his fingers, their energies, and their fortitude. He pulls upon that last bit, drawing it's power into himself and feeling it's strength within him. Stone's don't bleed, and mountain's do not yield, the hunter has become the hunted.

Chaku dashes to the side of the hut, plants his free hand on the roof, and with a kick, swings himself onto the edge of the hut's roof. Keeping low, he shuffles along the edge, keeping his weight over the wall for added strength. The thatched material of the roof suddenly gives way under his weight, but the sure-footed goliath is able to quickly hop to a supporting wooden beam. Keeping to the wooden supports, he grins as he closes in on the surprised halfling, a look of fear creaping into it's eyes. Remember me? Lets see how well you do when I'm paying attention.

Down below, Jynnx encourages Kaeysari. "C'mon now! Don't let some little worms do you in! How will that fair against the legends I've told? Do it for Jynxx!! Do it for yourself! Do it for history!"

Then the bard weaves more arcane power into his voice and calls out to the snakes, "That all you got, you no-good legless bastards?" Several of the vipers tie themselves in knots of consternation, and the whole swarm seems a bit distracted.

// Jynnx ended up attacking with Vicious Mockery so I changed the part about him shooting his bow. Unless that's how he mocks snakes? :)

Papolstaanas shrieks as Kaeysari is surrounded by snakes and rushes in, swinging his little sword ineffectually. On his way, he begins whispering softly, although there seems to be nobody to hear: "You said, I thought you told me, you could help... I need help, now!"

There is a faint stirring of wind, and a few dry leaves float past Papolstaanas and settle, but this is probably a coincidence. Gasping as the snakes close in on him as well, Papolstaanas lurches away from them again.

// Attack missed.

Bolstered by Jynxx's words, Kaeysari instinctively steps towards him. A hundred small bites and the poison already in her body, wrack her limbs with pain. But there is something else coursing through her veins competing with the poison. Her skin-changer's heritage comes to the fore, her hair growing thicker, her nails longer, and her jaw jutting forward to give room to the extended teeth that give her people their name.

Her heart pounding, Kaeysari takes a deep breath, then sprints to the relative safety of the smoke. The vipers strike again, biting deep. She brushes them off, then dives into the smoke, where, wincing deeply, she manages to shrug off the effect of the poison.

// You know, I think the swarm needed the crit to hit or close to it. it had -2 for the mark, -2 from Vicious Mockery, and you had +2 from Second wind.

Also Kaeysari is down 2 surges now, not noted in your stat block.


As the vipers snap at Kaeysari again, a small whirlwind gathers around them and they are briefly pinned to the wall of the hut.

Cillani smiles darkly and dashes forward to get involved. Lightheartedly she speaks, "Let's show them how beautiful death can be." And as she giggles softly, lightning streaks out from her hands and bolts linger as if waiting for something to entertain them.

The invoker's lightning blast badly scorches the swarms, instantly killing a dozen or so vipers from each group. They instinctively try to move away from the source of the pain. The group that is pinned by the warden's whirlwind is too disoriented to do more than writhe in place, but the other slithers rapidly away from the hut, seeking to punish whatever hurt them. They pour past Papolstaanas and swarm over Jynxx, hissing furiously!

Azryah began to move forward when she saw her allies getting badly wounded, then stopped short. Seeing Jynxx shoot at one of the swarms, she decides to focus her fire in that direction. It looked to her like it would be best to work on taking one target down than splitting things up, based on how badly hurt Kaeysari and Chaku looked.

She stares at the swarm in question and as she does a light surrounds it and then seems to flow into it, but it doesn't appear to do much to the snakes. A couple of the smaller ones flip belly up, and the light seems to bolster the avenger.

From behind the hut, Krassus is continuing to yell. "Help! Help! Don't let him kill me!" Unfortunately, his pleas are followed by another scream of pain and taunting laughter.

[sblock=Minor Quest: Save Krassus]Krassus has taken two hits. Next hit will drop Krassus![/sblock]
Up on the roof, the sniper faces the goliath. Seen up close and in the open, the halfling is clearly a native of the Valley of Bone. The feathers in his hair and rings in his ears give him a wild appearance. His cheeks are scarred, probably not from wounds but from some kind of ritual practice. There is a faint brown crust around his lips. He wears leather armor that appears to be of standard make, but there is mismash of patches sewn into it.

He spits curses at Chaku, trying to cover his fear.

[sblock=Magari->Dwarven]<a lot of curses, some of which Chaku can understand, most not, but they are clearly curses. His final deprecation comes through loud and clear:>

Die, blasphemer![/sblock]
He stabs at the goliath with a sharp dagger, but the hasty strike misses. Then the halfling turns and hurries to the far side of the roof, jumping over the edge, after which he vanishes from view.

[sblock=Chaku]His move provokes an opportunity attack. I'll let you roll it.

Note: regarding the following spoiler block, if you move to row L of the roof, you will be able to see what is on the other side. [/sblock]
[sblock=Anyone who moves so that the other side of the hut comes into view (don't peek!)]
[sblock=If you're the first PC to get the view...]A sling stone goes whizzing by your head. You can't figure out exactly where it came from, though.[/sblock]
Behind the hut are more bodies, plus a couple of areas where stone slabs have been laid out. Two large tables with racks stand on the slabs.

Just in front of the hut, a man holds up his arms in front of his head defensively. Judging from his "chrome dome", and the blood streaming from several wounds, this must be Krassus. Standing over him is another human. This man has feathers in his hair, like the halflings. He wears leather armor that has a scale-like pattern. It's a bit tough to make out more details of his appearance, though, because the colors of his skin and armor seem to blend into the background, chameleon-like.

One thing is easy to see: he holds a scimitar in a backhanded grip, ready to strike the hapless plantation manager a final blow...

(Note: Row K, columns 12-15 is open despite the picture of the hut partially filling some squares.)[/sblock]
The viper swarm by the hut struggles against the pinning winds, but manages to move closer to Papolstaanas. A dozen snakes strike at the warden, but those he doesn't block with his shield fail to penetrate his armor. The other swarm, crawling all around Jynxx's legs, try to sink their fangs into him. But still confused by the lightning blast, and buffeted by a few stray gusts of wind, they are unable to find his flesh.
[sblock=Papolstaanas]This triggers a reaction from you. Swarm may still take a move action after your reaction is resolved.[/sblock]
[sblock=Charm]I went ahead and moved you to S15, which was the last thing you said, but if you want to go back and change this, that's fine. Remember that this move requires you to move through the burning trees, which means you will take 1 point of damage if I roll a 6 on 1d6. (I'll let you know the roll after you say whether to keep the move or not. ;))[/sblock]
[sblock=Swarm Opportunity Attacks]The swarms will make any opportunity attacks they are presented with, though this means they'll take 3 damage from Vanguard's Lightning, and possibly reactions from Papolstaanas. They don't know any better.[/sblock]
[sblock=Mechanics]Retcon: decided to flip a coin rather than assume Jynxx's mockery affected swarm X. Coin still chose swarm X anyway.

Jynxx hit Swarm X for 3 damage; Az hit Swarm X for 3 damage; Cillani hit both swarms for 15 damage.

Krassus shifts a square and uses total defense. Fat lot of good it'll do him.

Unseen Assailant:
Move: Shift a square.
Standard: Attack Krassus. Another hit, barely. Krassus now has been hit twice.
Next hit will drop Krassus!

Swarm X:
Move: to Q13.
Standard: Swarm of Fangs vs. Papolstaanas, with flanking. Misses with an 11.

Swarm Q:
Standard: Swarm of Fangs vs. Jynxx; marked. Misses with a 6.
Triggers reaction from Papolstaanas.
Move: Pending reaction.


Slinger F:
Stone rain recharges.
Standard: Dagger vs. Chaku. Misses with an 8. (Mistakenly made 3 rolls, only the first one mattered)
Move: walks ->L14->L15 (jumping down over edge), then out of sight. No falling damage.
This provokes opportunity attack from Chaku.

Slinger J:
Out of sight.
[/sblock]
[sblock=Status]
19 Kaeysari - S12 - 15/28 (8/10) AP: 1 - +2 def EoKNT, longtooth shifting
18 Jynxx - S11 - 24/24 (8/8) AP: 1
15 -- BAD GUYS --
Unseen Speaker - J13 -0
Swarm Q - P14 - -15 - marked by Papo, 3 damage on OA EoCNT
Swarm X - P12 - -21 - -2 Atk EoJNT, slowed/can't shift EoPNT, marked by Papo, 3 damage on OA EoCNT
Slinger F - ?? - -0 - (hidden/not in view)
Slinger J - ?? - -0 - (hidden/not in view)
7 Papolstaanas - R12 - 28/35 (13/13) AP: 1
4 Cillani - S15 - 23/23 (7/7) AP: 1
2 Chaku - N14 - 25/33 (11/12) AP: 1 - +2 def, resist 5 all EoNT
1 Azryah - V11 - 28/28 (9/9) AP: 1 - Stealth 17
0 KRASSUS - J12 - 2 hits; total defense[/sblock]
[sblock=Enemies]
Zocaltipapatlaca Slinger
HP ??, bloodied ??
AC ??, Fort ??, Ref ??, Will ??
Basic Attack: Dagger, +5 vs AC; 1d4 + 4 damage

Viper Swarm
HP ??, bloodied ??
AC ??, Fort ??, Ref 15, Will 10
Resist: half damage from melee and ranged; Vuln: 10 to close and area
Aura: 1; each enemy that starts its turn within the aura takes 3 damage plus 2 extra damage per viper swarm adjacent to the enemy
Basic Attack: Swarm of Fangs, +4 vs AC; 1d6 damage, and ongoing 5 poison damage (save ends); a creature already taking ongoing poison damage is also weakened (save ends). The viper swarm’s attack deals 1 extra damage for each viper swarm adjacent to it.
Survival Instinct: Immediate reaction, when hit by a close or area attack; the swarm shifts 3 squares.
[/sblock]
[sblock=Terrain Notes]
Undergrowth (green squares) - difficult terrain, and provides concealment to Small creatures or prone Medium creatures.

Trees (4 squares each around the green tree pictures) - 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.

Burning trees (reddish squares) - 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.

Smoke (grey squares) - lightly obscured terrain (provides concealment).

Huts - 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...

Rooftop - Rooftop squares are difficult terrain. Medium characters, and Small characters in heavy armor, who enter the rooftop area are subject to an attack: +4 vs. Reflex; hit: Immobilized (save ends), as they fall partially through the thatch (but are caught by the wood structure underneath). An immobilized character can also try to free itself by spending a move action to make a DC 15 Athletics check. (The attack only happens when you first get onto the roof, after that you can move on the rooftop and just treat it as normal difficult terrain.)

Cistern - Difficult terrain, and blocks line of sight. You must make a DC 10 Athletics check to clamber over the rim; failure wastes 2 squares of movemnt. 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, which is difficult terrain, and requires 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.)

Drying tables - Provides cover if you're behind it. DC 10 Athletics or Acrobatics to jump up on top. Moving on the top is difficult terrain.[/sblock]
[sblock=Map]
plantation7.png
[/sblock]
[sblock=Posting schedule]Busy day again for me today. I'll try to keep an eye on the thread to answer questions at least, but may not get a chance to.[/sblock]
 

[sblock=ooc] On page 11 I moved to x15, so I don't think s15 will have me move through fire...but if it so it's cool. [/sblock]
 

[sblock=ooc]Whoops, sorry yeah, I had you down in the wrong spot at the beginning apparently. No going through the fire then. :)[/sblock]
 

[sblock=ooc]Trying to decide what I should do here; however, I noticed you still have Az in V11 and I did say she moved to U11. Just wanted to make sure that was clear.[/sblock]
 


Remove ads

Top