Bridge - round 4
His eyes red, the massive goliath turns toward his closest enemy, a club weilding fellow who had just climbed onto the bridge. Grinning with malice, Chaku steps forward, maul twirling in his hands like a twig before being brought down hard on the man's chest. The sickening thud of ribs shattering is drowned out by the thunderous shockwave that booms outward, slamming into the other club weilder, and sending him careening from the bridge, blood freely flowing from the ruptured eardrums.
The blood of his foes dripping from his maul invigorates the barbarian, and he smiles as he shrugs off the toxic effect of the poison burst.
Azryah winces as she is hit and runs after the dagger-wielding man who created the cloud. Stopping just outside the foliage.
"Don't think you can get away that easily," she says to him. "My vengeance shall be swift and complete; your death painful."
She charges in at him and swings her sword. The branches of the bush seems to get in the way a bit, but she still scores a minor hit on him. Merkari's wrath swells in her and she can feel his mantle of power forming once again. As before, light radiates out of her body, resolving itself into a brilliant cloak about her back and shoulders.
Yet despite the feeling in her veins, it seems her god is playing a cruel trick on her, and the light seems to effect the man only barely, if at all.
ooc: Still enough to bloody him.
Papolstaanas jumps to his feet once more and sneezes violently, poisoned blood spraying out of his nose. He moves deliberately around the dwarf and stabs at the pale man. A sudden gust of wind blows a shower of leaves over the bridge. One clings to the side of the dwarf's face; another to the pale man's forehead. They remain oddly suspended, as though held by an invisible finger.
The pale man seems to roll with the warden's blow, his body contorting strangely. He writhes away, moving low to the ground, slithering to place the dwarf between himself and the kobold.
Kaeysari gestures towards the dwarf with her glaive.
"You'll..." she begins, then topples over.
Jynxx cringes as he sees Kaey fall,
"Palp, keep her safe! I am coming!" Jynxx moves a step forward and launches an arrow at the dwarf near the Kobold.
"Sister, stand firm and dispatch these men so that I may care for Kaey."
Cillani took a deep breath and nodded to Jynxx.
"Done Brother dear. Angel go below and attack closest enemy." The Angel nods and flies beneath the bridge; there is a flash of flame and a short screech, followed by a splash. The genasi then turns and fires a blast of lightning to the other side, scorching the pale man and dispatching the dwarf.
[sblock=ooc]Ok, I think you want the angel to go to J3 instead of I3, that way it can catch both minions in its burst attack. Unfortunately
it misses the second guy. (But does dispatch the first one.)
The angel needs to save against its poison vulnerability too:
makes it with a 20 (wah, that could have been a crit for one of the bad guys!

)[/sblock]
Under the bridge, the startled thug lashes out with its club at the flaming apparition, but is too afraid to get close to the flames to score a hit. He wades away from it, avoiding a lash of flame, and nearly reaches the shore.
The blood warrior facing off against the vengeful deva pushes back through the jungle, trying to put distance between himself and her icy blade, but pays the price as she opens another deep gash in him as he retreats. Barely still on his feet, he flicks blood from the fresh wound in her direction. Somehow, he managest to thread it through the intervening foliage, and it splashes around her face, burning painfully. The
zocaltipapatlaca hoots in triumph.
The pale man scowls as his armored ally falls. He makes his way back off the bridge to the shore, giving Papolstanaas a wide berth, turns, and spits a viper at him. The serpent gets past the kobold's defenses and latches onto his elbow.
The pale man whispers a command to the nearby
zocaltipapatlaca blood warrior, who nods and sends a spray of blood droplets arcing high over the bridge, aiming at Cillani. Somehow, despite the distance, he is able to catch her directly in the eye. The venomous blood burns painfully. Next, he chants and points his dagger at Papolstaanas, but the kobold shakes off the spell. The blood warrior shakes his head and takes a step back away from the bridge.
The pirhana continue to splash and circle around in the river, waiting for prey...
[sblock=Status]
12 Kaeysari - K11 -
-3/28 (4/10) AP: 1 - ongoing 5 psychic/slowed (save ends), bloodied, dying (1 missed save), longtooth shifting
10 --- ENEMIES ---
Dagger R - M20 -
32/32 HP remaining - concealment
Dagger V - R-5 -
3/32 HP remaining - bloodied, oathed, concealment; PB used
Pale Man - J18 -
19 damage - marked by Papo, 3 dam on OA TENT Cillani; SC, Writhe used
Club K - L1 - (minion)
Piranha Swarm - J8 - - 0 damage - aura 1
Dwarf H - J13 - DEAD
Dwarf O - I1 - DEAD
Club B - I5 - DEAD
Club T - K4 - DEAD
Club E - I4 - DEAD
---------------
10 Azryah - N-4 -
13/28 (5/9) AP: 0 - bloodied, concealment, Argent Mantle, ongoing 5 poison (save ends)
7 Chaku - I4 -
26/33 + 4 THP (7/12) AP: 0
3 Papolstaanas - J10 -
8/35 (8/13) AP: 1 - bloodied, ongoing 5 poison (save ends)
2 Jynxx - I-2 -
15/24 (5/8) AP: 2 - vuln 5 poison (save ends)
2 Cillani - J5 -
9/23 (5/7) AP: 0 - ongoing 5 poison (save ends), firesoul (+1 Reflex / resist 5 fire
Angel - J3 (
under bridge) -
5/12 - bloodied[/sblock]
[sblock=Mechanics]
Club Man K
- Club vs Angel misses AC 9
- Move to L1 - provokes OA from Angel
Dagger V
- Move to R-5 - provokes OA from Azryah
- Poison Blood vs. Azryah hits Fortitude 20 for 8 poison damage, plus 5 ongoing poison (save ends). (Good thing you saved against the vulnerability!)
Pale Man
Dagger Man R
- Poison Blood vs. Cillani (long range)hits Fort 20 for 9 poison damage (maximum, ouch) plus ongoing 5 poison (save ends).
- Corrupt Poison vs. Papolstaanas misses Fort 9
- Move to M20.
Piranha Swarm
- Swim to J8
- Hungry, thinks about ordering a pizza
[/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).
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 47, bloodied 23
AC 21, Fort 16, Ref 13, Will 15; concealment against enemies more than 3 squares away
Basic Attack: War Club +9 vs AC; 1d10 + 2 damage
Zocaltipapatlaca Dagger Man
HP 32, bloodied 16
AC 14, Fort 14, Ref 16, Will 16
Basic Attack: Dagger +6 vs AC; 1d6 + 3 damage
Zocaltipapatlaca Club Man
HP 1 - missed attack never damages a minion
AC 15, Fort 13, Ref 11, Will 11; +2 to all defenses while within 5 squares of at least two other club men
Basic Attack: Club +6 vs AC; 4 damage
Pale Man
HP ??, bloodied ??
AC 15, Fort ??, Ref 15, 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]
Angel is UNDER the bridge!
[/sblock]