[sblock=ooc]Sorry for the long delay, I've been sort of overscheduled lately. I think I may be able to get an update done Monday night if you can get your turns in![/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.
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.
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.
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 and launches another arrow, but it falls short.
[sblock=Jynxx] as discussed, Jynxx just used Jinx Shot (missing) and no AP... he still needs to save against the poison vulnerability, I'll go ahead and roll for you:
Jynxx saving throw (1d20=2)
[/sblock]
[sblock=Azryah]Jynxx's Majestic Word restores 12 hp (back to 20), and also allows you to slide one square if you wish... perhaps to P-4?[/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."
ooc: ooh! Who is the mysterious voice? is it the zocalti talking?
With a jerk, Kaeysari's eyes open, and she tries to focus through the pain inflicted by the psychic attack.
Cillani looked around the scene trying desperately to decide what she could do next. Suddenly her eyes and hand flared as lightning shot out towards the fish below.
"Perhaps now you can go assist our companions Dear Br'ther."
[sblock=Charm]The lightning missed... You also take 5 damage from the ongoing poison, leaving you at 4 (yow!), and need to make a saving throw against it. I'd let you roll this one since it's so important, but I need to know whether you make it because it affects whether the enemy can target you with Corrupt Poison...
19 Whew... could have been seriously bad for Cillani if failed!
Don't forget also, you can move the angel with minor actions. So you can move it twice and still do an attack. Even if you don't attack with it, it might be a good idea to get it closer. Since it can make opportunity attacks it can also help plug up the battlefield a bit.[/sblock]
The club-wielding minion moves up on the shore. He looks over at Cillani and growls, but seems afraid of the angel hovering on the bridge. Instead, he charges Jynxx, smacking the kalashtar painfully on the chest. Jynnx gasps for breath.
)(Jynxx is bloodied)
The pale man sways in the mini-quake and stares incredulously at Papolstaanas.
"You... what are you?" he hisses.
"How can you stand after so much poison? Where th' power from?" He barks a command at the
zocaltipapatlaca blood warrior, who nods and readies a stone bowl.
He spits into it, stirs it with his bloody dagger, and drinks deeply. His cheeks swell, and he tilts his head back, then spits out a huge cloud of poison-laced
zocalti. It covers the area around the pale man, catching both Chaku and Papolstaanas in its effect. But the spell was cast hastily, and Chaku, as well as the pale man, are barely touched by any of the fluid. More threatens to fall on Papolstaanas, but a sudden gust of wind disperses it. The blood warrior flings down his bowl in disgust, and moves back deeper into the jungle.
The pale man grits his teeth and strikes out at Papolstaanas with his glistening dagger. He moves with lightning speed, slashing twice. The second barely cuts the kobold, but yet again the warden is poisoned. The man smiles thinly and steps back, facing the oncoming goliath. Their gazes lock. Suddenly Chaku jumps and quivers as illusionary snakes boil up from under the bridge, hampering him and making his head throb with pain.
[sblock=Warden's Grasp]Triggers Warden's Grasp... Papol can decide where to slide him, but I'm guessing I17 since that's where he wanted him before, and that's where I'll place him on the map for now.[/sblock]
[sblock=Status]
12 Kaeysari - K11 -
7/28 (3/10) AP: 1 - ongoing 5 psychic/slowed (save ends), bloodied, prone, 1 missed death save, longtooth shifting
10 --- ENEMIES ---
Dagger R - O22 -
32/32 HP remaining - concealment, PB used
Pale Man - I17 - 19 damage - marked by Papo, slowed, cannot shift ; action point, SC, Writhe used
Club K - L-2 - (minion)
Piranha Swarm - J8 - - 0 damage - aura 1
Dwarf H - J13 - DEAD
Dwarf O - I1 - DEAD
Dagger V - R-5 - DEAD
Club B - I5 - DEAD
Club T - K4 - DEAD
Club E - I4 - DEAD
---------------
10 Azryah - Q-5 -
20/28 (4/9) AP: 0 - concealment, Argent Mantle, Bond of Retribution, ongoing 5 poison (save ends)
7 Chaku - K14 -
25/33 (7/12) AP: 0 - DR 5, ongoing 5 psychic/slowed (save ends)
3 Papolstaanas - H18 -
14/35 (7/13) AP: 1 - bloodied, concealment, ongoing 5 poison (save ends)
2 Jynxx - I-2 -
11/24 (5/8) AP: 2 - bloodied, concealment, vuln 5 poison (save ends)
2 Cillani - J5 -
4/23 (5/7) AP: 0 - bloodied, firesoul (+1 Reflex / resist 5 fire)
Angel - J3 (under bridge) -
5/12 - bloodied[/sblock]
[sblock=Mechanics]
Club Man K
- Charge to L-2
- Club vs Jynxx hits AC 19 for 4 damage.
Dagger Man R
Pale Man
- Serpent Curse recharges.
- Snake's Quickness: can make 2 basic attacks.
[*]Poisoned Dagger vs. Papolstaanas
misses AC 14
[*]Poisoned Dagger vs. Papolstaanas
barely hits AC 21 for 2 damage, plus 5 ongoing poison (save ends).
- Shift to J18 (he's just slowed, nothing keeping him from shifting right?)
- Action Point: Serpent's Curse vs. Chaku. hits will 25 (forgot mark -2 in roll) for 10 psychic, and ongoing 5 psychic and slowed (save ends both). Does only 1 actual point of damage thanks to DR and temp hit points!
- Triggers Warden's Grasp from Papolstaanas: slide (I'm guessing back to I17), slowed and cannnot shift.
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 ??, 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]This is so spread out, I wasn't able to keep Azryah in view, sorry. Nothing much happening over there anyway.
[/sblock]