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

Azryah says nothing. At the sight of others drawing weapons, she makes hers ready as well, adjusting her grip and looking about for any signs of ambush. This is quickly becoming more trouble than it's worth, she thinks to herself. Yet at least here is something where I feel on solid ground. If we are attacked, Merkari's vengeance will be swift.
 

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Jynxx cocks his head to one side and gives a slight groan. "Really? They really think we are going to follow him? He pulls an arrow from his bow and nocks it, "Eyes wide, we may well of already passed his companions."

[sblock=Perception and Insight]

1d20+10=26, 1d20+12=17

26 perception to see if Jynxx can notice any "companions" of this somewhat mysterious fellow

17 to see if he is leading us into a trap (which Jynxx already thinks lol).[/sblock]
 

As the group prepares itself, Krassus looks around and gulps.

A minute passes. Nothing stirs except leaves blown by the breeze and a low buzzing of insects over the river.

[sblock=Jynxx]You don't spot anyone or anything around you. The only thing you detect is a faint odor coming from the river. It's an organic, perhaps vegetable smell that you can't identify.

As for insight, the figure was too far away and the light too dim for you to really get any read on its body language. But you didn't see anything that would disabuse you of your suspicions.[/sblock]
 


Another tense minute passes.

Then the jungle foliage on the far side of the river rustles loudly. Another figure steps out of cover and moves to the far end of the bridge. It's still hard to make out clearly due to distance and the gloom of dusk, but it's not the same person who you saw crossing the bridge earlier. This one is shorter and broader - a dwarf. He is wearing a helm and armor and carries a shield and a hammer or mace which he waves above his head. His shout in broken Allarian echoes across the river.

"Stars say, storm of zocalti come! Stars say, you all die!"

ooc: Still not in initiative and actions... but we can go there if you want. If the plan is to launch a general attack that's probably what we should do. (I don't have access to my map right now, but FWIW the current range to the dwarf is around 15 squares, give or take.)
 

Chaku turns back as the dwarf starts yell, and calls back in dwarven, humor easily implied in his tone.

[sblock=Dwarven]Stars say all that? I'm surprised a water drinkin son of an elf like you was able to remember everything![/sblock]

Turning to the group, he shrugs. My peace talks failed, looks like we have to do this the fun...nneerrr hard way. Hefting the maul, he gives the new head a quick rap with his fist. Now lets see how well you work.

[Sblock=Peace talks failed]Ready for initiative :) [/sblock]
 

[sblock=ooc]Ok, hopefully I will be able to do initiative and map and so forth tomorrow evening. In the meantime, let me know if you want to make any final adjustments to positioning and so forth - no one has gone onto the bridge, but if you want to reshuffle your alignment or spacing on the shore that's fine, you've had plenty of time to do it. And maybe you might want to tell Krassus to take cover? :)[/sblock]
 

Encounter 4: The Bridge

The dwarf screeches in rage at Chaku's taunt.

[sblock=Kaeysari]Despite your keen night vision, the dwarf is still rather hard to see. He seems to blend into the background. (The others don't notice this effect because they don't have low-light vision - to them, he just looks dark and blurry like everything else.)[/sblock]
[sblock=Initiative]
Azryah; Chaku; Cillani; Jynxx; Kaeysari; Papolstaanas; Enemies (1d20=10, 1d20+1=7, 1d20=2, 1d20=2, 1d20+2=12, 1d20+2=3, 1d20+2=10)

(Wow, I rolled low across the board! Highest roll a 10! :D)

Kaeysari acts before the enemies in round 1. Everyone else, wait until after the enemies take their first turn.[/sblock]
Please double check in Status that I have your HP, surges, and AP correct from the last rest... (This is what I have in map tool, but some of the surge totals look like they might be too low?)

[sblock=Status]

12 Kaeysari - I-1 - 28/28 (4/10) AP: 1
10 --- ENEMIES ---
Dwarf H - J17 - 0 damage
---------------
10 Azryah - K-2 - 28/28 (5/9) AP: 1
7 Chaku - I-4 - 33/33 (7/12) AP: 1
3 Papolstaanas - K-1 - 35/35 (8/13) AP: 2
2 Jynxx - I-2 - 22/24 (5/8) AP: 2
2 Cillani - K-4 - 21/23 (6/7) AP: 1 - firesoul (+1 Reflex / resist 5 fire)
---------------
Krassus - J-3; 3/3 hits
Mule - J-2 4/4 hits


[/sblock]
[sblock=Terrain]Lots of terrain features on this map! We'll see how many actually end up coming into play. ;)

Dim LightCharacters who have normal vision (i.e., all the PC's except Kaeysari) can’t see well in dim light: Creatures in the area have concealment. Characters who have low-light vision or darkvision see normally in dim light.

Road/Shore/Grass (brownish and green squares) - normal terrain.

Jungle - difficult terrain, and provides concealment. (Consider any square with more than a tiny fragment of a jungle leaf graphic to be jungle... I think it should be pretty clear but ask if need be)

River - "Shallow" river lacks the blue highlight and is difficult terrain. "Deep" river (blue highlight) requires an Athletics check to swim or tread water (DC 10 to move half your speed or stay afloat; fail by 4 or less and you don't move but tread water; fail by 5 or more and you sink 1 square.)

River Rocks - There are three large, relatively flat rocks in the river. It takes one extra square of movement to go from a river square to one of the rocks, but otherwise they are normal terrain.

Rock Pile - There is a large pile of rocks on the far shore. These provide cover and are difficult terrain.

Bridge - The bridge is 3 squares wide - you can walk normally on the "rope" squares. It has rope railings which makes it difficult to force someone over the side using forced movement - the target gets a +4 bonus to its saving throw to fall prone rather than go over the edge. The surface of the bridge blocks line of sight and provides superior cover for characters on opposite sides (i.e., between one character on the bridge and one character in the river under it). (Rope and post graphics on the shore have no effect, they are just for show.)

Bridge to River, River to Bridge - The bridge is one square higher than the river; so there is no damage from falling or jumping in. To move from the river to the bridge requires a move action. You must be adjacent to the bridge and have moved no more than 2 squares in that action, and make a DC 10 Acrobatics or Athletics check. Success places you prone in the adjacent bridge square; if you beat DC 20 then you are standing in the adjacent bridge square. Either way ends that move action.
[/sblock]
[sblock=Enemies]
Zocaltipapatlaca Dwarf
HP ??, bloodied ??
AC ??, Fort ??, Ref ??, Will ??; concealment against enemies more than 3 squares away
Basic Attack: War Club +9 vs AC; 1d10 + 2 damage[/sblock]
[sblock=Map]
(It got cut off in this view, but there is plenty of room behind you as well. Basically there is one square of open terrain before jungle on the north side of the road, while the jungle is right up against the road on the south side until you go back past column -7. If anyone really wants to see it I can post another view for you.)

bridge_1.png
[/sblock]
 

"Stay alert, everyone," Kaeysari says. "There are probably more around." She advances cautiously down the bridge, keeping her weapon ready to strike.

[sblock=actions]Move: to J4, Standard: ready Reaping Strike at any enemy that enters squares I6-K6 (and mark them)[/sblock]
 

Jynxx smiles broadly, "Yet another tale for the tavern..." Jynxx looses an arrow at the dwarf.

[sblock=mechanics/ooc]

Stay where I am.... and fire at the dwarf on the other side of the bridge

1d20+7=27, 1d10+5=14 CRIT!! Woot! nearly rolled max dmg anyway lol. If the target misses an attack before my next turn he falls prone. [/sblock]
 

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