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

Bridge - round 6

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.

With one of their enemies getting away and another starting to run, Azryah quickly assesses the best way to get to the other shore. Unfortunately, her quick assessment turns up options she isn't much fond of.

The current is moving too swiftly for me to cross the river directly with any speed, she thought, but I'm certain I can't jump the bridge gap either.

She began moving toward the bridge with haste and suddenly decided the best option was to split the difference. As she reached the edge of the bridge gap closest to her, she vaulted over the side and into the deep part section of the river. It was an effort to hold to her weapon, but she managed, and came up spluttering and began swimming toward the opposite shore. Round down so jump 3 squares to M8... no need to worry about Athletics until next turn.

"You snake creatures are twisty, but you aren't immune to Merkari's justice!" she called to the Pale Man as she worked her way toward him.

Papolstaanas feels the end approach: his limbs are weak, his sight is dim, and his breathing has become severely constricted. This isn't how he thought that falling in battle would be. (Not that he ever seriously thought that he would fall in battle; his ideas on the subject have always been unlikely fantasies about his mother's intense grief at his death, and not about the actual experience of dying.) He has always pictured the battles as full of swords and axes and knives, and people who die are supposed to fall over with their heads neatly cut off and never know what hit them... They aren't slowly and painfully wracked by poison that eats them up inside and out and leaves a corpse that one's mother wouldn't even begin to recognize, if one's mother actually cared enough to look.

Abruptly, Papolstaanas realizes that he isn't quite dead yet, and the pale man, for some reason, is still speaking to him.

"A snake?" Papolstaanas rasps, barely able to get words out. "Is this like when liars always think that everyone else is a liar?" He crashes through the foliage, seeing only his enemy; leaves get stuck in his eyes and mouth but he pays them no heed. He runs straight into the pale man's leg, sword first, and heaves a violent cough. A large bloody leaf flies out of his mouth and sticks to the pale man's neck.

Chaku smiles a toothy grin as Papolstaanas skirts around the Paleman and stabs him in the leg. Maul whirling as he steps forward, the goliath stomps against the earth, causing rubble to rise around his serpentine foe. You thought yourselves superior, he growls, the wind from his maul gathering the stone shards in a gust. With a mighty heave that leave even him momentarily exhausted, the maul and all its collected earth crash down, breaking the collarbone and ribs as it crushes the man.

Straightening, the barbarian spits blood onto the corpse, doing a decent mockery of the way the zocaltipapatlaca have been fighting. You thought wrong. he says, before unleashing a blood curling victory cry. Mayhem in his eyes, the bloodcrazed barbarian looks for his next victim. ooc: I'm pretty sure you can't charge without a legal target just to get the movement... so Chaku stays put.

Kayesari grins slightly as the Pale Man goes down, then looks over to where Jynxx is menaced by the piscine flurry of teeth, takes a deep breath, and steps over the edge of the bridge down to the collapsed section.

"The gods have sent me to punish you. . . fish." she shouts as her glaive slices through the air, and then the water, making a lot of spray, but unfortunately not harming the piranhas.
"Jynxx, you should-" Kaeysari begins, striking again and stirring up a lot of water. "Um. . . may Palladys favor you in your hour of trial."

Jynxx tries to gracefully tumble backwards, but seeing how the water impeded his movement; decides to turn and move back toward the bridge. He sees his sister there, waiting for him. "Well give me a lift would you?" Jynxx tries to pull himself up, but the combination of water soaked clothes and chainmail seem too much for him.

[sblock=ooc]So... Jynxx seems to be asking for Cillani to aid him to get out, but it looks like he's likely to be knocked out before he has a chance to try again next round, so it seems like trying to hit the swarm with the angel is her best option... she does also still have an immobilizing encounter power left, but I don't think anyone would want the pirhanas staying where they are right now...

Actions:
Minor: Angel moves to I9
Standard: Angel attack Angel attack (1d20+4=15, 1d8+4=12) Misses. :( Too bad she is targeting their strong defense (Reflex). [/sblock]
Cillani desperately directs the angel to attack the fish again after moving a little bit out of the way of the others, so that they aren't caught in the fire blast. But it moves a little too far; the flames produce a lot of steam but do not quite reach deep enough into the water to harm the fish.

The pirhana continue to harry Jynxx, biting and tearing. The kalashtar has just lost too much blood, and he collapses in the water. A few of the fish continue to gnaw at him, but the mass of the swarm moves south towards Kaeysari. It seems they may be afraid of the angel, but their flight gives both the fire being and the shifter a chance to attack once again. This time, the angel's blade of fire does leave a few dead fish floating in its wake, and Kaeysari strikes with good effect with her glaive, slashing enough fish to stop the mass from reaching her.

A few pirhana start trying to worm their way through Kaeysari's armor and snap at her feet, but she manages to stay on her feet.

[sblock=Opportunity Attacks]The swarm is moving into Kaeysari's space... which may be bad news for her, but does subject it to opportunity attacks:
  • Angel OA (1d20+4=23, 1d8+4=9) Hits for 9 fire damage reduced to 4 (this is a melee attack)
  • Kaeysari also gets an OA - BenBrown, why don't you go ahead and roll this one (you are due some luck!) On second thought I'll roll it, since on a hit it will stop moving due to Combat Superiority... OA for Kaeysari (1d20+7+1=24, 2d4+4+2=11) A hit! Actually 13 damage since I forgot longtooth shifting bonus, halved to 6, and the swarm stops moving.
[/sblock]
[sblock=Help in the Hour of Trial?]Earlier I posted a Nature check. Papolstaanas tried it (and failed, prompting the "pointy fish" comment), but all the PC's should have a chance, so please roll it now. (Unless you rolled it before, or are currently unconscious. :)) Success at this check might give you a useful hint...
[sblock=Nature DC 20]The stinky oil the men in the water were 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.)

The mens' bodies on the bridge still smell strongly of the oil.[/sblock][/sblock]

The remaining zocaltipapatlaca warrior continues moving away from the bridge. Deep in the jungle and out of the range of the sunrod, he is now completely lost from view.
[sblock=Status]
12 Kaeysari - K10 - 13/28 (2/10) AP: 1 - bloodied, 1 missed death save, longtooth shifting

10 --- ENEMIES ---
Dagger R - O22 - escaped
Piranha Swarm - J8 - 28/38 HP remaining - marked by Kaeysari, aura 1
---------------
10 Azryah - M8 - 15/28 (4/9) AP: 0 - Argent Mantle
7 Chaku - L17 - 25/33 (7/12) AP: 0 -
3 Papolstaanas - H18 - 2/35 (7/13) AP: 1
2 Jynxx - J7 - -6/24 (4/8) AP: 1 - dying!!, bloodied, prone
2 Cillani - J5 - 4/23 (5/7) AP: 0 - bloodied, firesoul (+1 Reflex / resist 5 fire)
Angel - I9 (hovering) - 5/12 - bloodied[/sblock]
[sblock=Mechanics]
Dagger Man R
  • Moves away into jungle and out of sight...

Piranha Swarm
  • Swarm of Teeth vs. Jynxx Swarm of hits AC 20 for 8 damage. Max damage... but doesn't matter that much. And oops I forgot -2 for marking, but it still hits.
  • Move to K10 (Kaeysari's space) - takes 4 from Angel OA and Kaeysari OA pending.
  • Pull down vs. Kaeysarimisses Fortitude 11
[/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]
Piranha Swarm
HP 38, bloodied 19
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]
bridge_7.png
[/sblock]
 

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"What are you doing?" Papolstaanas rasps squeakily, scurrying to the edge of the river. "I tell you there's pointy fish and so you all decide to jump in?" Dropping his sword, he pulls a javelin out of a loop on the side of his backpack and flings it pointlessly into the water, watching unhappily as it begins to drift away.

[sblock=actions]Move: to M15.

Free: drop sword.

Minor: ready javelin.

Standard: ranged basic vs pointy fish 1d20+5=9 1d6+3=7. Not sure whether the underside of the bridge provides the fish with cover or not but that's a miss in any case.

And people really should try that Nature check.[/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:2/35, 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

Full sheet: Papolstaanas[/sblock]
 


[sblock=ooc]Actually the rules for Long Jump say not to round at all, which is why I was confused. I also had two squares of movement left, technically, after the jump; so to my mind I still had some ability to move. Unfortunately, the example in the book isn't at all helpful for addressing this situation.

Since I hit 3.2, I figured column 8 was appropriate in this case, but I also thought that with the confusion and extra movement it didn't hurt to ask. I would appreciate knowing how it would be ruled if I had rolled it with a .6 or .8 for the future, so I can better understand this mechanism and plan.[/sblock]
 

[sblock=ooc]Actually the rules for Long Jump say not to round at all, which is why I was confused. I also had two squares of movement left, technically, after the jump; so to my mind I still had some ability to move. Unfortunately, the example in the book isn't at all helpful for addressing this situation.

Since I hit 3.2, I figured column 8 was appropriate in this case, but I also thought that with the confusion and extra movement it didn't hurt to ask. I would appreciate knowing how it would be ruled if I had rolled it with a .6 or .8 for the future, so I can better understand this mechanism and plan.[/sblock]

[sblock=ooc]Ok, sorry, I didn't look at the jumping rules and didn't see that special case about not rounding down. That's kind of weird and not entirely clear what difference it makes, since you have to end up in one square and not a fractional square. It says you can "leap across" that many squares, so whether you leap over 3.0 squares or 3.9 squares, you'll still end up in the same square at the end of the jump (the fourth square).

But now I'm actually confused about what "leap across" means - does "leap across X squares" mean that mean you jump over X squares and land in square X+1, or do you only move X squares and thus land in square X? I'm trying to find clarification on that point. I will let you know as soon as I can.

Anyway, I think the swimming question is clear. You don't need a separate move action to start swimming. If Az has movement left, she can make a Swim check and to continue to move up to her speed (although movement from Swim is at half speed). So depending on how many squares of movement she has left after the jump (which depends on the answer to the first question), she may or may not be able to Swim one more square.[/sblock]
 

[sblock=ooc (Jumping)]So it's seeming like this is just a bit of an unclear point in the rules. So I'll go with the more generous version, that "jumping across X squares" means you move a total of X+1 squares. (And that'd be the same whether you jump X.0 squares or X.9 squares.)

In Az's case she jumps over 3.2 squares, meaning she can move a total of 4 squares with the jump, so she ends up in column 9 (IIRC - she jumped from column 5 right?). If she has movement remaining after that she can try a Swim check as part of the same action to continue moving. (But swimming is half speed so she'll need at least two squares remaining for it to make any difference.)[/sblock]
 

[sblock=ooc]Ok, thanks. She would have had 2 squares in 8, but only 1 in 9. I appreciate you taking the time to look that up and clarify. I'll take some time to assess the situation and post my turn a little later.[/sblock]
 

Azryah continues swimming, but doesn't go far before finding her feet can touch the ground again. She saw Jynxx fall, but realizes she's too far away to really help him now. My best bet is to try to get rid of the fish, she thought.

Dripping wet, she does her best to plant her feet in the river bed and concentrate on the radiance of her soul on the fish. Unfortunately the current chose that moment to pick up, and she lost her concentration while she fought to stay standing. The aura of light that had begun to form around the fish dissipated harmlessly before it was fully formed.

[sblock=mechanics]Nature Check: 1d20+4=21
Move: Swim check - 1d20+6=21 - Swim/walk from M9 to L12
Standard: Radiant Vengeance on Fish - 1d20+4=7 - all full of fizzle[/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:
Argent Mantle - reroll avenger power damage if desired until end of encounter, but must use second result[/sblock]
 

[sblock=OOC]I'm waiting for Kaeysari/Cillani to go in hopes that they do 9 damage and bloody the fish for the extra 4 damage from my rage. Don't know how ryry wants to work that since he's kinda taken over Cillani.

Also, Chaku has 4 temp HP, it wasn't noted in his status, so I didn't know if you had it saved somewhere else or not.[/sblock]
 

"Yow!" Kayesari yells as the sharp teeth of the piranhas slice into her legs. "Take that, you little monsters." She sweeps her glaive again through the water, catching a few of them this time.

[sblock=actions]
+2HP regeneration (longtooth shifting)

Aura attack from Piranha swarm: 1d20+8=28 1d6+2=4 That's a critical for 8 points damage.

thats' right, after rolling a 1 on my daily, I roll a freakin' crit for an enemy's attack.

Nature Check: 1d20+3=16
Standard: Reaping Strike vs. the fish: 1d20+7=26 2d4+4=8 Whoops, forgot the extra damage from longtooth shifting, so that's 10. AND forgot about the extra damage (and to hit) from Villain's Menace. So that's 12. Half damage is 6.
Move: grumble about difficult terrain making it impossible to shift.
Fish are marked.

By the way, you listed Kaeysari as still having an AP in status. I used that during my big show of futility last round.[/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:2/10
Action Points: 0, Second Wind: used
Powers:Cleave, Reaping Strike, Covering Attack, Longtooth Shifting,
Villain's Menace, Healing Word

Conditions:
failed one death save
Longtooth Shifting (+2 to damage and regeneration 2 while bloodied)
[/sblock]
 
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