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

[sblock=ryryguy]

Okay... I have a question too. Can Jynxx shift back into the normal terrain? I know he can't shift anywhere that is green, but I'm not sure if it counts if you start in difficult terrain or end there. If he can shift, he is going to... if not... well one thing at a time :) [/sblock]
 

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[sblock=ooc]Ok, that's my bad. For some reason I was thinking in terms of shifting, which is why I didn't say anything at first. Will happily slide to P -4.[/sblock]

Azryah is momentarily strengthened by the bard's words, but it is only a momentary feeling as she can still feel the poison burning in her veins. Seeing the man with the club go after Jynxx brings a new sense of purpose though. She must protect her friends, and this is one of the ones that pulled the trigger on the bridge! The fury flowed through her again.

She moves out of the bushes up to the club-wielder. "You will rue the day you broke that bridge, but only shortly for you will not live long."

With that, she decapitated the man with a clean strike while he was still trying to process her words. She nodded to Jynxx then turned towards the bridge and the fight on the other side.

"Do you think that fire-being you called up could be of any use against Papol's pointy fish?" she called to Cillani.

Then she realized the poison sensation was dissipating. The fury, and the feeling of satisfaction at killing the last of the bridge-destroyers seems to have burned the last of it out of her veins.

[sblock=mechanics]Move: to M -1
Minor: Oath of Enmity on Club K
Standard: Bond of Retribution on Club K - 1d20+8=19 1d20+8=27 vs. AC for 1d10+5=10 damage.
Save vs. Ongoing Poison: 1d20=16[/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:15/28, Bloodied:14, Surge Value:7, Surges Left: 4/9
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:
The first time an enemy other than Club K hits or misses me before the end of my next turn, Club K takes 3 radiant damage.[/sblock]
 

"Since this man cannot kill us, perhaps the fish can!" Jynxx leaps from the edge of the bridge, and lands squarely in the water with the fish.

[sblock=ooc]

Can you tell I don't talk alot of smack (at least that doesn't involve words not able to be said on this board appropriately.

Move: to J7 I rolled a jump check just in case ya wanted one, but intend fully on landing in the water. Jump across the bridge (1d20=5) Nothing as distracting as a suicide in mid combat huh?

Standard: Vicious Mockery (1d20+5=24, 1d6+5=8)

AP: Second Wind to regain 6 hp [/sblock]
 

[sblock=ooc]I'll update tonight.[/sblock]
[sblock=Jynnx]Who were you targeting with the Vicious Mockery, the fish or the pale man?[/sblock]
 


A look of fear washes over the barbarian's face as the snakes boil up from beneath him, but he sees the true source of his problem and lunges forward. It is an ill-aimed strike, barely grazing the pale man, but with the goliath's massive strength, even a graze can be painful as flesh tears away. ooc: this bloodies the pale man.

The man reels from the blow, again writhing around like a serpent, slipping away from the goliath and the kobold into the edge of the jungle.

[sblock=Writhe (Papolstaanas)]Writhe recharges and he uses it, half damage from melee and ranged until start of his turn, shifts to L20. (Sorry to not post this earlier, I was thinking he couldn't shift due to Warden's Grasp, but I checked and that actually wore off at the end of his last turn.) Papolstaanas would have to move to attack him and mark him, but he does have a move action that he didn't use, so I'm going to assume he wants to do so and place him at K20 (so the pale man can't shift away) - Mewness you can adjust that position if you wish. I'm also going to say Papol's attack still hits even though he lost flanking (since it my mistake for not posting the reaction earlier).[/sblock]
Intent on his prey, and with bloodlust in his eyes, the paleman's mind attack is immediately pushed out of Chaku's head have barely effected him.

Kaeysari takes a second to get her bearings, then climbs cautiously to her feet, shaking her head to clear it as she does so.

"I'm a kobold, and I'm tough, and I don't know!" Papolstaanas shouts belligerently, before realizing belatedly that this would have been an awfully good occasion for some sort of witty retort, and he's kind of letting the side down by not coming up with one, isn't he, because real adventurers are supposed to seize golden opportunities like that, aren't they, so that the enemies get all knock-kneed because of the adventurer's biting, caustic wit and can hardly fight anymore... And come to think of it the poison is starting to make him feel kind of light-headed and sick, and it occurs to him that what if the outside power that helps him this way suddenly... stops helping him, is he going to drop dead from this horrible poison? A fear builds painfully in his chest and he lunges at the pale man, hoping at least to take this one individual down with him, but he can hardly tell whether his strike lands or not.

[sblock=Papolstaanas]Again, I moved Papol to K20 so that he could still attack and mark.[/sblock]

Azryah is momentarily strengthened by the bard's words, but it is only a momentary feeling as she can still feel the poison burning in her veins. Seeing the man with the club go after Jynxx brings a new sense of purpose though. She must protect her friends, and this is one of the ones that pulled the trigger on the bridge! The fury flowed through her again.

She moves out of the bushes up to the club-wielder. "You will rue the day you broke that bridge, but only shortly for you will not live long."

With that, she decapitated the man with a clean strike while he was still trying to process her words. She nodded to Jynxx then turned towards the bridge and the fight on the other side.

"Do you think that fire-being you called up could be of any use against Papol's pointy fish?" she called to Cillani.

Then she realized the poison sensation was dissipating. The fury, and the feeling of satisfaction at killing the last of the bridge-destroyers seems to have burned the last of it out of her veins.

"Since this man cannot kill us, perhaps the fish can!" Jynxx leaps from the edge of the bridge, and lands squarely in the water with the fish.
[sblock=Jynxx]Unexpected move, lol!

Jynxx is still out of range for Vicious Mockery, so I'm changing it to Jinx Shot. still does the same damage.[/sblock]
"Help my brother!" Cillani commands the angel. It swoops down over the river, passing over the school of fish and erupting in flame, but the fish are too deep in the water and escape harm.

[sblock=Cillani Actions]Minor: Move angel to J9 (hovering over water)
Standard: Attack. Angel vs. Piranha (1d20+4=12, 1d8+4=11) Boo, I missed. :([/sblock]
The pale man is gasping with pale blood streaming from several wounds. He calls out to the blood warrior in the jungle.

[sblock=Magari->Dwarven]Go... tell Chikulotl ???? ???? the storm![/sblock]
The warrior snarls, and sends one more spray of his poisoned blood towards Papolstaanas as a parting shot before turning and running deeper into the jungle. The blood spatters around the kobold, getting into his wounds once more.

The pale man turns back to Papolstaanas. "If I kill you... others kill me too, but it's good trade. I see now. T'ere is snake in you, t'at what make you strong!" He moves in again with his dagger, quick as breath, distracting the warden with a shallow cut, then slithering out of reach to spit a viper. Papolstaanas dodges desperately behind a broad fern, and the snake flies past to vanish in the jungle.

The pale man hisses in anger.

Back in the river, the pointy fish, eager to have something to chew on again, snap at the wading kalashtar. Several find gaps in his chainmail and gouge out silver-piece sized pieces of flesh. Others nip at his feet and pull at his elbows, causing him to trip on the bridge wreckage and fall prone. But perhaps confused by the hovering angel, they don't all move over him.

[sblock=retcon]Papolstaanas actually moved to L21, and thanks to concealment there, the pale man's second attack missed him.[/sblock]
[sblock=uh oh]Jynxx is in some trouble here... He will be subject to an automatic attack from the swarm's aura at the start of his turn, and since he is prone, it will be +10 vs AC and do 2d6+2 damage. He has 14 hp so this is unlikely to drop him, but it seems he won't be able to move without being subject to an opportunity attack, so he could be cutting it pretty close...[/sblock]
[sblock=Status]
12 Kaeysari - K11 - 11/28 (2/10) AP: 1 - bloodied, 1 missed death save, longtooth shifting

10 --- ENEMIES ---
Dagger R - O22 - 32/32 HP remaining - running (grants CA), concealment, hidden (Perception DC 15 to spot); PB used
Pale Man - M18 - 32/78 HP remaining - bloodied, slowed TENT Papol; action point, SC, Writhe used
Piranha Swarm - J8 - - 0 damage - aura 1
---------------
10 Azryah - M-1 - 15/28 (4/9) AP: 0 - Argent Mantle
7 Chaku - J16 - 25/33 (7/12) AP: 0 -
3 Papolstaanas - L21 - 2/35 (7/13) AP: 1 - concealment, bloodied, ongoing 5 poison (save ends)
2 Jynxx - J2 - 14/24 (4/8) AP: 1 - prone, concealment
2 Cillani - J5 - 4/23 (5/7) AP: 0 - bloodied, firesoul (+1 Reflex / resist 5 fire)
Angel - J9 (hovering) - 5/12 - bloodied[/sblock]
[sblock=Mechanics]
Dagger Man R
  • Poison Blood vs. Papolstaanas hits Fort 21 for 6 poison damage, and (one more time!) ongoing 5 poison. Papol at 3 hp...
  • Run to Q25... He's now out of the radius of the sunrod, so I'm going to let him make a stealth check. It's DC 15 to spot him.

Pale Man
  • Serpent Curse doesn't recharge
  • Move: Shift to L19
  • Snake's Quickness: can make 2 basic attacks.
    [*]Poisoned Dagger vs. Papolstaanas Hits AC 29 (just missed a crit!) for measly 1 damage. (Papol is already poisoned.)
    [*]Shift to M18 (part of Snake's Quickness, since first attack hit)
    [*]Spit Serpents vs. Papolstaanas hits Reflex 14 for 4 poison damage. Just barely hit! Man, too bad, it would have been amazing for Papolstaanas to stay up after the onslaught with 2 hp left. :) After change, this attack misses due to concealment, and Papolstaanas is still up with 2 hp. :D

Piranha Swarm[/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 78; Bloodied 39
AC 15; Fortitude 15; Reflex 15; Will 16
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.
HP 38; Bloodied 19
AC 18; Fortitude 15; Reflex 17; Will 14; 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](Still so spread out so sorry for the wide zoom...)
Papolstaanas actually at L21.
bridge_6.png
[/sblock]
 
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Kaeysari! the goliath rumbles, Do you plan to help Jynxx, or can you help me surround this one? If I can strike him, I'll crush him.

The barbarian grins as he sees the blood flowing from the paleman, inciting him even more for the coming onslaught.

[sblock=Ben]I plan on Avalanching him on my turn (6d6+13 baby!). The +2 for flanking would be nice, but if you want to help Jynxx, I'll understand.[/sblock]
 

[sblock=ooc]I'd prefer to have moved Papolstaanas to L21. He should be able to make it in one move (I19, I20, J21, K22, L21). He'd have concealment again (and might still be up)[/sblock]
 

[sblock=ooc]I'd prefer to have moved Papolstaanas to L21. He should be able to make it in one move (I19, I20, J21, K22, L21). He'd have concealment again (and might still be up)[/sblock]

[sblock=ooc]I didn't see that move possibility, and I know you were trying to stay in concealment when possible before, so that seems fair. Concealment would have negated the second hit, it's true... although he could have shifted away and spat snakes twice rather than done dagger + spit snakes, so the first hit would have done more damage. But I'm willing to just handwave that, keep pale man ending up in the same spot and negate the second hit on Papol, so he is indeed still up (pending Font of Life!).

Don't have time to edit the post right at the moment but I will soon.[/sblock]
[sblock=original update edited]Ok, I changed the update post. Papolstaanas now still standing with 2 hit points... but could go down from ongoing damage if he doesn't make a save at start of his turn...[/sblock]
 
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