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

Papolstaanas gives his sunrod to Cillani (because she doesn't need both her hands in order to fight), or, if she doesn't want it, sticks it into the ground next to the bridge (J0).

He then advances across the bridge, watching his footing and looking around carefully for hidden enemies.

[sblock=actions]Double move to J10.

Minor to make Perception check to look around: 1d20+6=13. Papolstaanas stares myopically on...

This could be my last post before Wednesday (I have either an exam or a paper due every day until then). Feel free to bot Papolstaanas if necessary.[/sblock]
[sblock=ministats]Papolstaanas Male Kobold Warden 1
Initiative: +2
Passive Perception: 16; Passive Insight: 11; Senses: Normal
AC:19, Fort:15, Reflex:14, Will:12
HP:35/35, Bloodied:17, Surge Value:8, Surges left:8/13
Action Points: 2
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

Conditions:

Full sheet: Papolstaanas[/sblock]
 

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[sblock=Azryah]From your examination of the bridge, it appears that it was constructed to handle fairly heavy loads, presumably animal-drawn vehicles like those you saw in the tribute caravan. Underneath the bridge you can see fairly thick pilings shoring it up at regular intervals, as well as cross beams supporting the planks. However, you can't really tell much from your quick inspection (i.e., without a better Perception check) about the current condition of the construction, or whether it has been tampered with.

In the river itself, you can see quick flashes of silver as a school of some small fish flits about in the water underneath the bridge. There is also a distinct vegetable/herbal odor wafting up from underneath the bridge. It's not rotting material; it's definitely something fresh.[/sblock]
[sblock=Papolstaanas]Papolstaanas doesn't spot anything interesting. (You probably already knew that! ;))

OK to give sunrod to Cillani.[/sblock]
When Kaeysari advances, the dwarf looks like he's about to hurl his hammer, but then changes his mind. ooc: the dwarf suddenly realized that taking a readied action will make a hash of the simultaneous initiative thing. :)

[sblock=Waiting for Cillani]Just Cillani left to go... I'd like to update tonight so I'll NPC her if she doesn't check in. If anyone has suggestions for what she should do, please share![/sblock]
 


Bridge - round 2

Chaku takes his que from Kaeysari, and rush up next to her. Yay, more poison, my favorite... he mumbles, looking down at her snake stuck to her.

Azryah looks at the bridge for a moment. She's a bit unsure how much weight the whole thing can support, and seems unsure if she should rush out to it as well. She speaks quietly without turning, pitching her voice so that hopefully Krassus would hear her but those on the other side of the bridge will not.

[sblock=elven]"Krassus, take the mule and hide."[/sblock]

Krassus nods and leads the mule back down the road then off into the jungle. ooc: they are "off-map" for this encounter.

Then she carefully moves out onto the bridge and gives her opponents a look over, and carefully peers around to see if there are signs of anyone else about to jump out in ambush. She is careful to look down and over the edge as well, in case there is anything or anyone lying in wait in the water below, perhaps behind some of the rocks.

ooc: Yeah the perception check was a smart move. Too bad you didn't get a better roll. :(

Kaeysari winces as the poison hits, but continues advancing cautiously down the bridge. "Keep with me," she says. "I'll draw their fire as best I can."

Papolstaanas gives his sunrod to Cillani. He then advances across the bridge, watching his footing and looking around carefully for hidden enemies.

Cillani advances a few steps cautiously, and stands ready to blast any enemies that come into range.
[sblock=Actions]Move to K2
Ready Vanguard's Lightning against any target that comes into range[/sblock]

The dwarf shifts his grip to his large club and advances to Kaeysari with shield held in front. Just before he reaches her, Jynxx shouts "Kaeysari! Step to the left!" and the dwarf's shield bash misses by a hair.

The dagger-wielding zocaltipapatlaca continues to chant and jerk his dagger around. At first the shifter continues to resist his magic, but the zocaltipapatlaca redoubles his effort, the chant rising to a sudden shriek. Laughing manaically, he flicks a spray of blood droplets at Papolstanaas, which catch him right in the snout, burning as venom enters his bloodstream.

Suddenly, back on the other side of the bridge, another armored dwarf bursts out of hiding from the jungle north of the road. He waves an ornate stone war club covered above his head; a single rune glows dully on the carved head. He begins roaring a war cry, but it is cut short as a blast of lightning from Cillani explodes on top of his head.

Stunned for only a moment, the dwarf recovers and charges out of the smoking foliage, intent on revenge. He bulls his way past Jynxx, ignoring the bard's punch which bounces off his armor, and bashes Cillani with his shield. It is a glancing blow but still staggers her; she grabs the rope railing of the bridge before going over the side, landing on her backside. There is a flash of fire as she falls and the dwarf staggers back cursing.

[sblock=ooc]Ok, Cillani can use two reaction powers here. I assume she'll use Armor of Wrath which auto-hits for 1 damage and pushes 2 squares (reduced to 1 since he's a dwarf; too bad, she might have been able to push him off the bridge). I'll say the push is to I1 but Charm can change the push if she wishes.) She may also use Firepulse; however it would go off after she is knocked prone, so it would be at -2 to hit. I won't make the decision to use that for her. Charm may indicate that she'd like to use it.[/sblock]

The genasi whirls as she becomes aware of another enemy behind her not ten feet away. Another dagger-wielding zocaltipapatlaca steps out of careful concealment. Seen up close, he has the same wild look as the halflings at the plantation, with leaves and scales tangled in his hair and a crazed light in his eyes. He stares past Cillani and Jynxx as he draws the blade across his forearm and flicks blood over their heads at Azryah, but the spray dissipates harmlessly in midair. He stays where he is, stirring the point of the dagger in a stone zocalti bowl he holds in his other hand.

The pale man back on the other shore straightens and strides over to the pile of rocks on the shore. He swivels his head and spits a snake across the water at Chaku, but the goliath is ready and contemptuously bats the serpent out of the air with his maul. But the pale man merely smiles, then casually tosses a stone into the water near the center of the bridge.

As the ripples from the stone reach the pilings, four humans push out from underneath the bridge, two on each side, twenty feet apart. They must have been standing in the water with just their faces above the surface, hidden behind the thick pilings. They each grasp one of the pilings and pull. For a moment, nothing happens. Then with a scraping sound, the first is pulled free. The bridge surface teeters, then the twenty-five foot section plunges into the river as the other supports also give way. Ropes, sections of planking, and one kobold hit the water with a huge splash.

[sblock=Azryah]Seeing the destruction of the bridge section fills you with a righteous fury - an echo of Merkari's wrath. Your god is not pleased with the zocaltipapatlaca. Very not pleased. Merkari grants you a boon to help bring justice to them: once during this encounter, as a free action, you may recharge one of your class powers (encounter or daily, your choice).[/sblock]

As he regains his bearings, Papolstaanas notices that the four men in the water seem to be covered in some sort of glistening oil - something with a strong herbal stink. He also feels small fish brushing around his legs - just a few at first, but quickly more and more, until there are so many that the water around him appears to be boiling. They nip at him with razor-sharp teeth...
[sblock=Nature DC 20]The stinky oil the men in the water are covered with is essence of a jungle plant called "cawa". It acts as a fish repellent, keeping the piranhas from attacking them. (In the water, it will wash away eventually, but not for a good fifteen minutes or so.)[/sblock]
[sblock=ooc]Okay! So I think it should be obvious at this point: this is going to be a tough encounter. I advise you to pull out any remaining stops.

You could be in much worse shape. Only Papolstaanas actually got caught by the collapsing bridge - Kaeysari would have been in the water too (with 6 HP!) if not for Jynxx's timely Virtue of Prescience!

But it's still gonna be tough! Good luck![/sblock]

[sblock=Mechanics]Dwarf H
  • Move to J15
  • Shield Bash vs. Kaeysari: just barely
    hits Fortitude 16 for 11 damage, and pushes her back 1 square to J13.
But no, it would have hit, but Jynxx uses Virtue of Prescience to negate the hit! (I almost forgot! This is actually huge, it keeps Kaeysari from being dropped with the bridge! :))

Dagger Man R
  • Minor: Corrupt Poison vs. Kaeysari, misses Fortitude 9
  • Minor: Corrupt Poison vs. Kaeysari again, this time hits Fortitude 24. Kaeysari is slid to K11 and slowed (save ends).
  • Standard: Poison Blood vs. Papolstaanas, hits Fortitude 17 for 9 poison damage (max damage, ouch) and 5 ongoing poison (save ends).

Cillani readied action: Vanguard Lightning vs. Dwarf O (1d20+4=24, 1d6+4=9) Critical! 10 lightning damage and 3 more if the dwarf makes an OA.

Jynxx OA (punch!) vs Dwarf: (1d20=12, 1d4=2) Nope.

Dwarf O
  • Move: to J1
  • Standard: Shield bash vs. Cillani hits Fortitude 25 but for only 6 damage (minimum). Dice are liking Cillani so far this turn! The dwarf tries to push her off the bridge but she saves easily(23). Cillani is still knocked prone though.
  • Cillani reaction: Armor of Wrath, 1 damage to dwarf and push him J1->I2.

Dagger V

Pale Man
  • Move: to D15
  • Standard: Spit Snake vs. Chaku Misses Reflex 9
  • Minor: signal thugs

Club Men
  • Standard: Collapse the bridge
  • Minor: ready weapons

Piranha Swarm
  • Standard: coalesce
  • Move: to J10 (on top of Papolstaanas... again! Sorry! At least there's only one this time and no auto-damage aura...)
[/sblock]
[sblock=Status]

12 Kaeysari - K1 - 17/28 (4/10) AP: 1 - ongoing 5 poison (save ends); slowed (save ends)

10 --- ENEMIES ---
Dwarf H - J15 - 15 damage, SB used
Dwarf O - I1 - 11 damage, SB used, 3 lightning damage if he makes OA TENT Cillani
Dagger R - M19 - 0 damage - concealment
Dagger V - M-3 - 0 damage - concealment
Pale Man - D15 - 0 damage - cover
Club B - H6 - (minion)
Club T - L6 - (minion)
Club E - H10 - (minion)
Club K - L10 - (minion)
Piranha Swarm - J10 - - 0 damage - aura 1
---------------
10 Azryah - K4 - 28/28 (5/9) AP: 1
7 Chaku - I5 - 33/33 (7/12) AP: 1
3 Papolstaanas - J10 - 26/35 (8/13) AP: 2 - ongoing 5 poison (save ends)
2 Jynxx - I-2 - 22/24 (5/8) AP: 2
2 Cillani - K2 - 15/23 (6/7) AP: 1 - firesoul (+1 Reflex / resist 5 fire), prone

Krassus, Mule - hiding off the map someplace
[/sblock]
[sblock=Terrain]Lots of terrain features on this map! We'll see how many actually end up coming into play. ;)
Bright Light Cillani is holding a sunrod which effectively illuminates the whole map (20 square radius). (Note, however, the dwarves have a power Chameleon Defense which still gives them concealment if you are more than 3 squares away.)

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. (This doesn't apply if forced off one of the ends where it was collapsed.) 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.)

Collapsed Bridge - The section of the bridge outlined with a blue square (I6 to K10) has been collapsed and fallen into the river. This area is difficult terrain - even the "deep" part of the river here, as the remains of the bridge provides a surface to walk on under the water.

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 21, Fort ??, Ref 13, Will ??; concealment against enemies more than 3 squares away
Basic Attack: War Club +9 vs AC; 1d10 + 2 damage

Zocaltipapatlaca Dagger Man
HP ??, bloodied ??
AC ??, Fort ??, Ref ??, Will ??
Basic Attack: Dagger +6 vs AC; 1d6 + 3 damage

Zocaltipapatlaca Club Man
HP 1 - missed attack never damages a minion
AC ??, Fort ??, Ref ??, Will ??
Basic Attack: Club +6 vs AC; 4 damage

Pale Man
HP ??, bloodied ??
AC ??, Fort ??, Ref ??, Will ??
Basic Attack: Dagger +10 vs AC; 1d4 damage, and ongoing 5 poison damage (save ends)

Piranha Swarm
HP ??, bloodied ??
Swarm Attack aura 1; the piranha swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.
AC ??, Fort ??, Ref ??, Will ??; Resist half damage from melee and ranged attacks; Vulnerable 5 damage from close and area attacks
Basic Attack: Swarm of Teeth +8 vs AC; 1d6 + 2 damage, or 2d6 + 2 damage against a prone target
[/sblock]

[sblock=Map]
bridge_2.png
[/sblock]
 
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Chaku turns to see the dwarf who bowled over Cillani, and decides to give his new maul's powers a test. Unleashing a warcry, he charges in with a mighty swing, which the dwarf contemptuously sidesteps. Full of frustration over his constant ineptness in combat, the goliath unleashes his most powerful attack... which the dwarf nearly sidesteps as well, only catching a blow in the shin.

The raging barbarian takes a step back, ready to receive retaliation, and hoping the dwarf is just a bad as he is.


[Sblock=Mechanics]Charge Dwarf O to I2: 1d20+7+1=16 Miss
Action Point: Bloodhunt Rage: 1d20+7=12 another miss... but it still does half for 6d6+5=19 9 whole damage!

I believe since I used my AP, I still get my move/minor, and will shift back to I3. If I'm mistaken, I'll just stay there.[/sblock]
 

Azryah feels the power of Merkari fill her as the bridge collapses. Her heart is filled with rage and she can feel it pulsing through her veins and allowing her to move to heights she hasn't before. She's not sure what it will mean in the long run, but she's very tuned into it.

Seeing Cillani down, and Chaku ineffective, she moves to take care of the problem.

"You are going to sorely regret this day, if you live to see another," she says as she approaches the dwarf who attacked Cillani, her voice even: sounding deadly, but not shouting, simply stating a matter of fact. "Feel the wrath of Merkari!"

She swings her sword at the dwarf's head and nearly misses him, but she can feel her god's guidance move the blade just enough for it to strike true. Seeing that she has wounded the dwarf, she jerks the blade sideways before removing it, causing a bit of ice to form around the wound as the cold seeps into his blood. A dangerous looking smile crosses her face, and she begins to softly glow.

[sblock=mechanics]Move: to J2
Minor: Oath of Enmity on Dwarf O
Standard: Avenging Echo (two attacks for oath)- 1d20+8=21 1d20+8=10 Corrected damage (I clicked d20 for some reason the first time, too soon after waking and my head was muddled maybe) - 1d10+5=12
Free: Activate greatsword daily - 1d8=3 cold damage and the dwarf is slowed until the end of my next turn.

Other results: Avenging Echo successful hit causes the following - Until the end of my next turn, any enemy that ends its turn adjacent to me or that hits or misses me takes 8 radiant damage.[/sblock]

[sblock=mini 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, Bloodied:14, Surge Value:7, Surges Left: 5/9
Action Points: 1, MI Daily Uses: 1, Second Wind: not used
Powers: Bond of Retribution, Radiant Vengeance, Frost Greatsword +1 Cold DMG On/Off
Oath of Enmity, Avenging Echo, Memory of a Thousand Lifetimes, Channel Divinity: Abjure Undead, Channel Divinity: Divine Guidance
Argent Mantle, Frost Greatsword +1 DMG&Slow

Damage Resistence: 5 vs. Necrotic & Radiant
Special: +1 to all defenses vs. attacks by bloodied creatures

Conditions:
Until the end of my next turn, any enemy that ends its turn adjacent to me or that hits or misses me takes 8 radiant damage.[/sblock]
 

"That is my sister good sir. I'd thank you to apologize." Jynxx says to the dwarf rather politely. He notches an arrow and unleashes an exclamation to his statement.


[sblock=ooc]

Vicious Mockery (vs. will) (1d20+5=15, 1d6+5=9)

Standard Action: Vicious Mockery on the dwarf at I1. If it hits he takes -2 to his attack until the end of my next turn.

Also... I'm unsure if Kaey needs alittle help healing or not. If she is below 10 (which I believe she is) I'd like to use a Minor action to use majestic word on her.

Move Action: Move to D -1 [/sblock]
 

[sblock=ooc]

Vicious Mockery (vs. will) (1d20+5=15, 1d6+5=9)

Standard Action: Vicious Mockery on the dwarf at I1. If it hits he takes -2 to his attack until the end of my next turn.

Also... I'm unsure if Kaey needs alittle help healing or not. If she is below 10 (which I believe she is) I'd like to use a Minor action to use majestic word on her.

Move Action: Move to D -1 [/sblock]

[sblock=ooc]15 does hit his Will defense... on the nose!

And oops, I see I forgot to put the character status block in my update post. I've edited it in to that one, and I'll post it again here below. (Doesn't reflect the damage PC's have dealt so far this round... Azryah did bloody the dwarf, but he's not quite down yet.)

Kaeysari has 17 hit points but it will drop to 12 from ongoing damage at the start of her turn. Don't forget, Jynxx will have to be within 5 squares of her to use Majestic Word - it may be hard to get that close![/sblock]
[sblock=Status]

12 Kaeysari - K1 - 17/28 (4/10) AP: 1 - ongoing 5 poison (save ends); slowed (save ends)

10 --- ENEMIES ---
Dwarf H - J15 - 15 damage, SB used
Dwarf O - I1 - 11 damage, SB used, 3 lightning damage if he makes OA TENT Cillani
Dagger R - M19 - 0 damage - concealment
Dagger V - M-3 - 0 damage - concealment
Pale Man - D15 - 0 damage - cover
Club B - H6 - (minion)
Club T - L6 - (minion)
Club E - H10 - (minion)
Club K - L10 - (minion)
Piranha Swarm - J10 - - 0 damage - aura 1
---------------
10 Azryah - K4 - 28/28 (5/9) AP: 1
7 Chaku - I5 - 33/33 (7/12) AP: 1
3 Papolstaanas - J10 - 26/35 (8/13) AP: 2 - ongoing 5 poison (save ends)
2 Jynxx - I-2 - 22/24 (5/8) AP: 2
2 Cillani - K2 - 15/23 (6/7) AP: 1 - firesoul (+1 Reflex / resist 5 fire), prone

Krassus, Mule - hiding off the map someplace

[/sblock]
 
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[sblock=ooc]
Not sure I understand this part:

[sblock=Status]

Dwarf O - E-3 - 0 damage - concealment; stealth 20 - +1 to hit/damage
Pale Man - G19 - 0 damage - concealment; stealth 17
Dagger R - M19 - 0 damage - concealment; stealth 10

[/sblock]
Is that where they started that turn or something? It's at odds with their statuses higher up in the block so I'm a bit confused by what it means.[/sblock]
 

[sblock=ooc]
Not sure I understand this part:


Is that where they started that turn or something? It's at odds with their statuses higher up in the block so I'm a bit confused by what it means.[/sblock]

[sblock=ooc]Whoops yeah, that's from the previous round, got left on at the end there. I'll edit it out to avoid more confusion.[/sblock]
 

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