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

[sblock=ooc]Possibly my last update of the evening... it's my wife's birthday. (Super Bowl? What's that?)[/sblock]

As the halfling flee's, Chaku swings out with his hammer, catching the slinger firmly across it's backside.
[sblock=OA]1d20+6=17 2d6+4=11[/sblock]

Hearing Krassus's plea for help, and seeing his quarry escape, Chaku resolves to assist the dying man's plight. Turning toward the sound of the cackling tormentor, leg muscles bulge as he takes 3 steps and leaps from the roof toward the captor. Bloodcurling scream eminating from his lips, he collides with the captor as a sling bullet whizzes by his head. The impact of the collision knocks the captor off his feet, with Chaku landing next to him. Using his momentum, he howls in anger, both to fuel his adrenaline, and in frustration as the captor rolls out from under his weighty strike. You will not find me so easy prey torturer. Dwarven speach here.

[sblock=Dwarven]In the end, we all die, lets see who goes first.[/sblock]

[sblock=Mechanics]This action is based off an awesome move by out esteemed Judge, so I'm hoping it works out based on the rules set forth here: http://www.enworld.org/forum/living...tenchuu-judge-h-m-gimlord-10.html#post5023840
Move action to run off the roof, lowering the damage with Athletics test:1d20+10=21 reduces fall by 4.1 ft no damage taken.
Bullrush attack vrs Fort:1d20+8=21 most likely a success. Since that was a success, I am not prone.
Standard action: Howling Strike on Captor. 1d20+8=10 3d6+4=11Miss, just like Kane /cry [/sblock]

[sblock=ooc]Attack of opportunity... narrowly misses. It would have hit, but for the halfling +2 AC vs. opportunity attacks. I'll go ahead and reveal the slinger AC anyhow - they are AC 16.

Jumping bullrush is fine, love it! It does hit and push the scimitar wielding man 1 square... I guess you get to decide, I11 I12 or I13. Chaku ends in J13. I think you will still take falling damage however, you need Acrobatics and not Athletics to mitigate falling damage. But since you have a bad-guy cushion, I'll also apply half the damage to the bad guy - 9 damage, ouch! So 4 to each of you (after your DR).

Oh and you used your AP here, right?[/sblock]

[sblock=locations]I'm now confused as to where Cillani and Azryah are. Ryryguy, I know updating the map is a hassle, but could you correct the status block in your post?[/sblock]

[sblock=ooc]Sorry about that. I'll post a fully updated status block at the end of this post.[/sblock]

[sblock=ooc]I already used a reaction for warden's grasp. I don't think I get another immediate action.[/sblock]
[sblock=ooc]Ah, right, I was confusing opportunity and immediate actions... So the swarm could shift, but I'll just keep it where it is to avoid any need for retcons.[/sblock]

The snakes close in on Papolstaanas, who almost disappears beneath the roiling mass. Then a sudden whirling wind propels the snakes away, leaving the tough little kobold almost unscathed. A few snakes dangle from his chest, their little fangs having caught on the absurd fringes on his armor. The price tag that has been hanging from his backpack all this time without his noticing seems to have been torn off.

Eyes slitted in detestation (why did it have to be snakes?), Papolstaanas knocks a few vipers off with the edge of his shield and moves rapidly around the building, toward Krassus's screams.

[sblock=actions]If the people shouldering most of the risk don't like plan B, plan A it is.

Start: Papolstaanas takes 10 aura damage I think? HP 18.

Free: mark both swarms again.

Standard: second wind. -1 surge, +8 HP, +2 defenses. Swarm Q slides to S10, takes fire damage, and is slowed until end of my next turn. Swarm X slides to P14 and is slowed likewise. Nobody except Jynxx should start adjacent to a swarm. If by some mistake I've slid a swarm next to someone, I'd like a retcon.

Move: to L10.

Minor: shifty -- shift to K11. I might want to AP a charge if I can see a good target.[/sblock]
[sblock=ooc]Swarm fire damage (1d6=3) No one is adjacent to swarms but Jynxx, correct. 10 damage, correct.

Now here's the bad news. As you pass by the tree at N/O 8/9, the pods hanging from the tree quiver and fall to the ground, where they explode into a noxious cloud of green gas! This fills a 10x20 squares from N8->O11. This is also now lightly obscured terrain (doesn't affect LoS though).

The cloud hits Papo with a 19 vs Fort for 4 damage, plus 5 ongoing poison. This knocks him prone in square O10 ending his movement. (You can only be knocked prone when the trap initially goes off, passing through the cloud now will subject you to an attack but it can't knock you prone.)

(I now have Papo at 22 HP but I'm doing this quickly and might have missed something.)

[sblock=Gas Cloud]
Gas Cloud
Trigger: Creature enters or starts turn in area
Attack: +5 vs Fortitude
Hit: 1d10 damage plus ongoing 5 poison damage (save ends). A character cannot succeed on a saving throw against the acid until he or she is out of the poison gas cloud.
Countermeasures:
Athletics check (DC ??) to pass through without being attacked; must end movement outside the area.
(Before the trap is set off there might be ways to set it off prematurely; TBD if/when you spot another one.)[/sblock][/sblock]

[sblock=bull rush]
Chaku seems to have bull-rushed the bad guy, possibly successfully. If he has, where has he been pushed to?[/sblock]
[sblock=ooc]Yes it hit, it's up to you where to push him, one square so your choice of I12 I13 or I14. (Krassus is in J12, I14 would move the bad guy nonadjacent.)[/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 --
Scimitar Man - J13 -0 - prone
Swarm Q - S10 - -18 - marked by Papo, 3 damage on OA EoCNT
Swarm X - P14 - -21 - -2 Atk EoJNT, marked by Papo, 3 damage on OA EoCNT
Slinger F - (??) - -0 - (hidden/out of sight)
Slinger J - (??) -0 - (hidden/out of sight)
7 Papolstaanas - O10 - 22/35 (12/13) AP: 1 - prone, ongoing 5 poison
4 Cillani - S15 - 23/23 (7/7) AP: 1
2 Chaku - L13 - 21/33 (11/12) AP: 0
1 Azryah - U11 - 28/28 (9/9) AP: 1
0 KRASSUS - J12 - 2 hits [/sblock]
[sblock=Updated Map]
Edit: Chaku and Scimitar Man's positions are correct.
plantation8.png
[/sblock]
 
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"This way, we can save him if we move--" cries Papolstaanas, breaking off abruptly as the pods explode in his face and he falls over. The winds build up around him again, turning so frigid that the ground becomes coated in a thick layer of frost.

[sblock=ooc matters, planning]Ah! Many happy returns!

Well, that was a serious waste. Since I never got to perform my minor action, I'm using it to activate Form of Winter's Herald. That's a further +1 to AC and two squares all around me as difficult terrain for enemies, which should stop me getting swarmed by slow snakes.

I think I12 is the only square for scimitar-guy that would enable Kaeysari to hit him without running through the trap first.[/sblock]
[sblock=ministats]Papolstaanas Male Kobold Warden 1
Initiative: +2, Passive Perception: 16, Passive Insight: 11, Senses: Normal
AC:19 (22), Fort:15 (17), Reflex:14 (16), Will:12 (14)
HP:22/35, Bloodied:17, Surge Value:8, Surges left:12/13
Action Points: 1
Powers:
Shifty
Tempest Assault
Weight of Earth
Warden’s Fury (immediate interrupt)
Warden’s Grasp (immediate reaction)

Gale Strike
Second Wind
Student of the Sword (feat)
Form of Winter’s Herald attack

Form of the Winter's Herald

Conditions: second wind (+2 defenses); winter’s herald (+1 AC, all terrain within 2 squares difficult for enemies, resist cold 5; prone; ongoing damage 5 poison.

Full sheet: Papolstaanas[/sblock]
 
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[sblock=ooc]Yes. Next action depends greatly on knowing where scimitar guy's been shifted to.

I'm really not sure what to do about the snakes. My one suggestion is for Cillani to try to draw at least one swarm in, hitting it with AOEs repeatedly. Since she can move through the fire with minimal damage at most, she could retreat faster than it advances, and then when it's halfway down the flaming row, just calmly step through tie fire, meaning it will either have to go through the flames to follow her, or go a long way around. These things have at least 42 HP (judging by the 21 and not bloodied), so they're going to take a while to whittle down.[/sblock]
 

[sblock=OOC]OK, I did exactally what happened in that other post, but am apparently wrong... OK, we can deal with that.

I did not use an AP since I don't have one. I was under the impression the "bull rush" was a result of me landing ontop of the guy, not an action. I didn't want to push him away, I wanted to push him into the ground and thus make him prone and allow Krassus to run. How do you wanna deal with this ryry?

Question to the party, if I do keep this weird result, where do you want him pushed?[/sblock]
 
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[sblock=OOC]Question to the party, if I do keep this weird result, where do you want him pushed?[/sblock]

[sblock=ooc]If you can't knock him prone and sit on him, I12 will allow Kaeysari to use Covering Attack, which means Krassus can slide away. Otherwise he's out of range even of a double move with AP. Stupid trap got in the way.[/sblock]
 

[sblock=ooc]If Azryah goes first she can potentially give you an extra chance to with her divine whatchamacallit, if she swears her oath on scimitar guy.[/sblock]
 

[sblock=OOC]Ryry, do I see the halfling on my side of the hut? Since he fled to the far side, I can only guess you meant the side I jumped off. Can you enter the hut at all? I would just laugh if he fled back into the pod trap since that is the only concealing feature he could reach.[/sblock]
 

[sblock=Answers]Ok... first of all, Mezegis, on the bull rush/attack thing. The situation in the post you linked was sort of an odd one, where the enemy was at the bottom of a one-square pit. So he couldn't have been properly bull-rushed since there was no place to push him... and technically, the enemy and the PC should not have been able to occupy the same square at the bottom of the pit. So the whole thing with knocking the enemy prone was just an ad-lib stunt by the judge to allow some sort of maneuver in the strange situation.

With Chaku's situation, I'm considering the leap off the edge of the building to be effectively a move and then attack, or alternatively a charge. With a charge, you can make a bull rush as your attack instead of the usual basic attack. The result is just to push the enemy back one space (and you enter his original space). I had forgotten you had used your AP already... it seemed to make sense actually to try to push him away from Krassus via a bull rush, then use your AP to attack. So that's what I though you were trying to do... now I understand though. Using the term "bull rush" confused me. :)

It's fine if you want to knock the enemy prone with your flying tackle, via a stunt. I just think it's too much to be able to get a regular bull rush (normally costing a standard) or a knock-prone stunt from a move action, plus keep your standard action for the chance to make an additional attack.

So how about this. You can keep the successful attack roll you used for the bull rush, and you can either use it for a normal bull rush (resulting in pushing one square), or decide to knock the enemy prone as a stunt. Or you can substitute that attack roll for the Howling Strike attack you also rolled (using the damage you rolled there). Whichever way you choose, you can still apply half the falling damage to the bad guy due to the dramatic maneuver. You'll end up in K13, unless you choose bull rush, then you'll be in J13 and you choose where to push the bad guy as stated.

Regarding the halfling, yes he jumped off the same side of the building (the north side), but he was heading for the eastern corner... I guess you could tell, he jumped from L15->J16. He is not visible from K13, where you are currently shown on the map. You can see the fog of war shaded out area in the updated map so he could be in one of those areas. And the hut, yeah, I didn't have time to show that on the map, but the door (in K14) is open. Chaku can see into L14-L15 and the halfling is not there, but he could also be somewhere else out of sight in the hut interior.
[/sblock]

[sblock=Gas Cloud]I was posting hastily, I meant to go ahead and reveal the Athletics DC to avoid being subject to the trap. It's DC 15, representing holding your breath as you run across. (Too late for Papolstaanas, as he was surprised by it, but he can make the check when he starts his turn to avoid another attack at that time. As long as he ends his turn outside the cloud, which seem pretty likely to be near the top of his agenda. :))

So it should be cake for Kaeysari to run safely through it. I mean, unless BenBrown has some terrible luck with IC - um, oh yeah, never mind. ;)[/sblock]
 

[sblock=Stunt]OK, I see the confusion on my part. Sorry about that. Since my intent was to knock him prone, that's what I'll do with the stunt. Kaeysari can still get into melee with him and cover attack Krassus if she wants. I'll correct my action post.[/sblock]
 


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