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!

)
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.)
[/sblock]