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

[sblock=ooc/Charm]Mezegis is correct, although you used a milestone in an earlier fight you've earned another one since then. So unless you've used that one in this fight (I don't think so) you still have the option to use it now.

Kaeysari and Papolstaanas could definitely use the help, so I'll assume you do want to use it unless you say different before I update (which will be soon).[/sblock]
 

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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

Dagger V

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!
bridge_4.png
[/sblock]
 

Azryah winces as the poison courses through her, but does not give in or back down. She shoves her way through the foliage to follow the dagger-wielding zealot.

"I told you my vengeance, Merkari's vengeance, would be complete," she said as she slashed her sword at him, easily slicing through the branches as if they weren't even there to take the man's life.

That job done, she turned around to find that she was much too far from the rest of the group. Her shoulders sagged visibly. Feeling quite weak now, she sent a silent prayer to her god that she would live long enough to see the end of the fight and prepared herself for what she was sure would be further attacks from the club-wielding brute that was rapidly approaching the shore.

[sblock=mechanics]Move: to Q -5
Standard: Bond of Retribution on Dagger V: 1d20+8=14 1d20+8=28 vs. AC - Crit!
Damage: max is 15 + the sword (1d6=3) = 18
Extra Result: The first time an enemy other than the target hits or misses me before the end of my next turn, the target takes 3 radiant damage.

Save Vs. Poison: 1d20=8 - Fail![/sblock]

[sblock=Azryah 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:8/28, Bloodied:14, Surge Value:7, Surges Left: 5/9
Action Points: 0, 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
Censure of Retribution: When any enemy other than my Oath of Enmity target hits me, I gain a +3 bonus to damage rolls against my Oath of Enmity target until the end of my next turn. This bonus is cumulative.

Conditions:
ongoing 5 poison (save ends);
The first time an enemy other than Dagger V hits or misses me before the end of my next turn, Dagger V takes 3 radiant damage.[/sblock]
 
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Chaku looks at the 25 foot break in the bridge, and the pointy fish waiting to devour anyone foolhardy enough to enter their domain. Flexing his muscles he calls upon his heritage, hardening his skin and strengthening his resolve.

Taking a step back, he rushes the bridge, long legs covering the 10 feet to the broken edge in 3 strides. Boards splinter and threaten to give way as the massive barbarian plants his foot and launches himself into the air. The piranha look up, eager for their next meal, but it as if through shear willpower and muscle, gravity doesn't affect the goliath. The other side of the bridge looms up, but still the goliath flies, clearing the edge by a good few feet before he lands and uses his momentum to carry himself to being level with Papolstaanas. Turning to the surprised kobold, the bloodsoaked barbarian asks, Papol? You want to kill him, or should I? Kaeysari has a healing potion in her pack if you want to try and save Jynxx a swim.

[sblock=Mechanics]Minor: Stone's endurance, DR 5
Move/standard: Double move granting 12 squares of movement. One step back and then 11 forward to K14. Athletics to clear gap: 1d20+14=19 1d20+14=34 I think I'll use the nat 20 :lol: 34/5 for two square running start= 6.8 squares cleared. Yeah, I made the jump :D[/sblock]
 

Papolstaanas looks up briefly at Chaku before being overtaken by a fit of coughing that sprays yet more poisoned blood out of his mouth and nose. He gives Kaeysari a despairing look, but decides that remaining out in the open is probably suicide in his present state and darts into the heavy undergrowth. Straightening up, he stomps his little foot, producing a surprisingly heavy impact and a brief tremor that causes the pale man to lurch toward him. "Kill him!" he says in a squeaky rasp.

[sblock=actions]Font of life save: 1d20=12 success. Yay for being a warden.

Move: to H18 (into jungle)

Standard: second wind. Pale man slides to I17 and is slowed until end of next turn.

Free: mark pale man again.

Minor: look around carefully. Who knows, something useful may present itself to a desperate kobold. Perception 1d20+6=11. Oh well.[/sblock]
[sblock=ministats]Papolstaanas Male Kobold Warden 1
Initiative: +2
Passive Perception: 16; Passive Insight: 11; Senses: Normal
AC:19 (21), Fort:15 (17), Reflex:14 (16), Will:12 (14)
HP:16/35, Bloodied:17, Surge Value:8, Surges left:7/13
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

Conditions: bloodied, concealed

Full sheet: Papolstaanas[/sblock]
 

Jynxx begins to yell another round of encouragement when a fly enters his mouth, choking him. He quickly coughs it out and calls to his kobold friend, "If you would be so kind as to give her that potion, I shall try to keep those here upright." He grins as his sing-song voice taunts the pale man, causing him to open his guard a bit more than he normally would.

[sblock=Mechanics]

Standard Action:
Stirring Shout vs. Will (1d20+5=7, 2d6+6=13) yay for epic failure on a Daily!! lol

Action Point:
Action Point: Focused Sound vs. Reflex(1d20+5=17, 1d10+5=14)

Move to L3

Minor: Use Majestic Word on Aryzah

[/sblock]
 

[sblock=Chaku]A prodigious leap! Awesome move![/sblock]

[sblock=Jynxx]There are a couple of problems with your move. For one, I'm pretty sure you used Stirring Shout in the last fight. For another, the pale man is out of range of Focused Sound (it only has range 10, Jynxx is 18 squares away).

I'm not sure the best way to adjust. I guess we could change both attacks to Jinx Shot, which has the range.

Finally you indicated a move to L3 but I think you meant L-3? (To get close enough to Az for Majestic Word)[/sblock]
 

[sblock=Ryryguy]

Extraordinary memory lol. I need to figure out a way to edit a stat block easier... or I can just mark it as used on a piece of paper...

With your leave, I would prefer to use Jinx Shot just once... and save the AP for healing me in the future if it's ok with you.

And yessir, I did mean J-3. I am just retarded. [/sblock]
 

[sblock=ooc]Only - that's fine, you can take back the AP. But I suggest you try to use it at some point in this fight (you have 2 of them after all).

Waiting for Cillani... will she send the angel after the piranhas, or after the other guys? Clearing out the piranhas might help if other PCs are planning to go through the river... but maybe the other enemies can be cleared out faster? in which case the piranhas are basically irrelevant. Hmmm...[/sblock]
 

Kaeysari lies twitching on the ground, the sounds of battle around her. The voices of her companions ring in her ears, and there is also another voice, this one gentle, yet firm. "Stand and fight, warrior," it says. "You are not done yet."

With a jerk, Kaeysari's eyes open, and she tries to focus through the pain inflicted by the psychic attack.

[sblock="actions"]
ongoing psychic damage: 5

Save vs. ongoing psychic damage/slow: 1d20=6
Save vs. death: 1d20=20

Yay! Kaeysari gets to spend a healing surge.

[/sblock][sblock=Kaeysari stat block]Kaeysari Female Longtooth Shifter Fighter 1
Initiative: +2, Passive Perception: 18, Passive Insight: 13, Senses: Low-light
AC:17, Fort:16, Reflex:12, Will:13
HP:7/28, Bloodied:14, Surge Value:7, Surges left:3/10
Action Points: 1, Second Wind: unused
Powers:Cleave, Reaping Strike, Covering Attack, Longtooth Shifting,
Villain's Menace, Healing Word

Conditions:
ongoing psychic damage 5/slowed
prone
Longtooth Shifting (+2 to damage and regeneration 2 while bloodied)
[/sblock]
 

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