Mittens sings for Angel,
"The greatest adventure is what lies ahead.
Today and tomorrow are yet to be said.
The chances, the changes are all yours to make.
The mold of your life is in your hands to break.
The greatest adventure is there if you're bold.
Let go of the moment that life makes you hold.
To measure the meaning can make you delay;
It's time you stop thinkin' and wasting the day.
The man who's a dreamer and never takes leave
Who thinks of a world that is just make-believe
Will never know passion, will never know pain.
Who sits by the window will one day see rain."
You move though a tunnel wider than most of the rest in the
kruthik hive. An odorless slime coats its walls. The passage
widens even more ahead, leading to another hollow in an
ancient tower foundation.
http://img.photobucket.com/alb...l/hivefoundation.png
The widening tunnel yawns into another hollow. Sheets of a
slimy, yellow substance divide the cavernous space. A host of
shiny, metallic eggs fill gaps in the rubble, coated in similar
slime. Dozens of tiny kruthiks swarm over the area. A chittering
and hissing rises among the kruthiks as you enter.
Nature Check
DC 5: The sheets of slime are mucus. They're harmless but
can form a slippery film if knocked to the floor. Kruthiks are
unlikely to be affected by this slipperiness.
DC 10: Destroying eggs is likely to momentarily cause most
of the kruthiks to avoid the one who destroyed the eggs. However,
a hive lord will attack an egg destroyer with preference and hate.
Perception Check
DC 8 In the communal chittering, you detect the rasp of
a larger creature. (The character hears the hive lord and
senses its location, but doesn't yet see the creature.)
DC 10: A winged kruthik hangs on the wall across the chamber,
maybe 20 feet above you.
Illumination: Dark.
Eggs: Kruthik eggs (in the squares marked with blue
dots) create difficult terrain for nonkruthiks. A nonkruthik
that enters an egg square without succeeding on a
DC 5 Acrobatics check destroys the eggs, creating slimecovered
terrajn in that square. A nonacid attack against an
egg square also destroys the eggs.
A character who destroys the eggs in a square gains a
+2 bonus to all defenses against kruthiks other than the
young hive lord until the end of his or her next turn. The
kruthiks favor other targets. Conversely, the young hive
lord gains a +2 bonus to attack rolls and damage rolls for
the same amount of time against a PC who destroys eggs.
It favors such targets.
Mucus Membranes: These filmy sheets (denoted by
orange lines on the map) stretch between squares, blocki
ng line of Sight but not line of effect. It costs 1 extra
square of movement to move through a mucus membrane.
Once an attack goes through a membrane, or a creature
other than a kruthik moves through it, the membrane is
destroyed. It collapses to the floor and covers adjacent
squares in slime. Any attack aimed at a mucus membrane
destroys it with the same effect.
Slime-Covered Terrain: Where mucus covers the
ground, a two-legged creature struck by an attack must
succeed on a DC 5 Acrobatics check or falI prone. When
a character slips in such a square, the mucus sticks to that
character and is no longer a hazard unless mucus covers
the square again.
1 kruthik hive lord (L)
1 Sharn kruthik (S)
2 fresh-hatched kruthik swarms (F)
2 kruthik hatchlings (H)
Young Kruthik Level 4 Elite Controller (Leader)
Hive Lord (L)
Medium natural beast (re tile) XP 350
Initiative +5 Senses Perception +3;
low-light vision, tremorsense 10
Hive Frenzy aura 2; allied kruthiks within the aura deal double
damage with basic attacks.
HP 110; Bloodied 55
AC 20; Fortitude 20, Reflex 19, Will 16
Saving Throws +2
Speed 6, burrow 3 (tunneling), climb 6
Action Points 1
CD Claw (standard; at-will)
+9 vs. AC; 1d1 0 + 4 damage.
<~ Acid Blast (standard; at-will) Acid
Close blast 3; targets enemies; +7 vs. Fortitude; 1 d6 + 4 acid
damage, the target is weakened and takes ongoing 5 acid
damage (save ends both).
Alignment Unaligned languages-
Str 18 (+6) Dex 16 (+5) Wis 12 (+3)
Con 15(+4) Int4(-1) Cha10(+2)
Sharn Kruthik (S) Level 2 Lurker
Small natural beast (reptile) XP 125
Initiative +9 Senses Perception +1;
low-light vision, blindsight 10
Gnashing Horde aura 1; an enemy that ends its turn within the aura
takes 2 damage.
HP 32; Bloodied 16
AC 16; Fortitude 14, Reflex 16, Will 13
Speed 8, burrow 2 (tunneling), climb 8, fly 4
CD Claw (standard; at-will)
+7 vs. AC; 1 d8 + 1 damage, and the target is grabbed. While
grabbing, the kruthik can claw only the grabbed target, and that
target takes 6 damage, instead of 2 damage, from the grabbing
kruthik's8nashin8 horde aura. The kruthik gains +2 to AC and
Reflex while grabbing a target.
Alignment Unaligned Languages -
Str10(+1) Dex 18 (+5) Wis10(+1)
Con 14 (+3) Int 4 (-2) Cha 8 (+0)
2
Fresh-Hatched Kruthik Swarms (F) Level 3 Brute
Medium natural beast (reptile, swarm) XP 150 each
Initiative +4 Senses Perception +1; low-light vision
Swarm Attack aura 1; when any enemy
starts ends its turn within the
aura, it takes 6 damage.
HP 55; Bloodied 27
AC 15; Fortitude 15, Reflex 15, Will 12
Speed 8, climb 8
CD Gnashing Claws (standard; at-will)
+7 vs. AC; 1d6 + 3 damage.
Alignment Unaligned Languages -
Str 16 (+4) Dex 17 (+4) Wis 10 (+1)
Con 15 (+3) Int 3 (-3) Cha 6 (-1)
2
Kruthik Hatchlings (H) Level 2 Minion
Small natural beast (reptile) XP 31 each
Initiative +4 Senses Perception +1; low-light vision,
tremorsense 10
Gnashing Horde aura 1; an enemy that ends its turn within the aura
takes 2 damage.
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 15, Will 12
Speed 8, burrow 2 (tunneling), climb 8
CD Claw (standard; at-will)
+5 vs. AC; 4 damage.
Alignment Unaligned Languages -
Str 13 (+2) Dex 16 (+4) Wis 10 (+1)
Con 13 (+2) Int 4 (-2) Cha 6 (-1)
TACTICS
The young hive lord rushes at the PCs and sprays an acid
blast at them. It uses its claw attack only if it can't hit more
than one PC with the blast
The kruthik swarms move toward the PCs. Each
one enters a PC's space, preferably near other enemies
and within the hive lord 's aura. They move to keep as
many foes adjacent as possible, harrying the characters
relentlessly.
Ifpossible, the Sharn kruthik flies down to attack a
character in or near a swarm or other kruthiks.1t grabs a
PC and holds on, savaging the character with claw attacks
and 8nashin8 horde.
The hatchlings rush and attack. They prefer to stay
within the lord's hivefrenzy aura.
All the kruthiks know about their terrain advantages,
and they use them. None of them flee from this battle.
They know that they must protect their offspring.
SHIFTING RUBBLE
The 2-by-2-square rubble area in the center of the chamber
is unstable. Anyone can see the loose pile, but a DC 5
Dungeoneering check is reqUired to recognize the danger
it poses. Among the monsters, only the young kruthik
hive lord is heavy enough to cause the rubble to shift. It
avoids the area when it moves. If a character moves onto
the mound, the rubble shifts and produces the following
attack. It can do so only once.
<~ Rubble Shift
Close burst 1; + 6 vs. Reflex; the target is knocked prone and
grabbed (DC 12 check to escape).
When the rubble shifts, eggs within the burst are
destroyed. The PC who caused t11e shift is treated as the
one who destroyed the eggs (see "Features of the Area").
Initiatives:
Hive Lord init: 17 + 5 = 22
mits bard init: 20 + 2 = 22
adam init: 12 + 4 = 16
angel init: 13 + 8 = 21
mav init: 11 + 7 = 18
carla init: 16 + 2 = 18
matt init: 9 + 5 = 14
Kruthik Hatchlings 2: 10 + 4 = 14
Fresh-Hatched Kruthik Swarms 2: 9 + 4 = 13
Kruthik Hatchlings 1: 9 + 4 = 13
Sharn Kruthik init: 4 + 9 = 13
Fresh-Hatched Kruthik Swarms 1: 4 + 4 = 8
Pink monsters controlled by Mittens's player. Blue by Matt's player. No monsters controlled by Tim this time.
This message was last edited by the player at 01:49, Thu 24 Feb 2011.