The party lands their mounts and start to make their way into the shantytown en route to the keep. This wretched "town" is a sight to behold. It is a collection of ragged tents, crude lean-tos, and shoddy huts cobbled together from rubbish. Tiny, twisting paths run hard against the hastily constructed buildings that hem them in, making fatal ambushes amid the piles of filth and refuse a common hazard and fact of life. These streets are packed with bodies, but they give this new set of visitors a bit of berth, causing much cursing as people leap out of Harald's way as he leads the group down a path.
The party is, unsurprisingly, quickly noticed. Everyone on the path that the party is on scatters when a tall, skinless giant shouts from across a nearby bridge. "Oh, ho, finely dressed newcomers. I wonder who this lot betrayed. I think that soft one in the middle looks like good food for my pet, and the rest of you will come in for questioning!"
With a roar, a rather abnormally large chuul pulls itself out of the water under the bridge and roars...
Roll initiative!
Key map elements:
1. During the first round of combat, assume all squares are difficult terrain due to people trying to flee in all directions.
2. Assume that if you do an area-effect attack your first round that doesn't land entirely on the giant or the chuul's square, that you're hitting non-combatants.
3. Terrain details:
Illumination: The bonfires marked on the map,
plus Monadhan’s ambient light, are the sources of
light here. Even in the middle of the day, it’s not
considered direct sunlight that would suppress the
vampires’ regeneration.
Walls: The shanty walls provide cover, but they’re
flimsy. Any attack that hits a wall, even an unarmed
attack from a weak PC, creates a hole roughly 1 foot
in diameter. Once there’s a hole, a creature can attack
creatures on the other side of the wall and gain the
benefit of superior cover (incoming attacks suffer a –5
penalty). A second hit in the same section of shanty
wall makes the hole big enough to function as a
doorway.
Wrecked Shanty: The debris from collapsed
shanty walls is difficult terrain.
Low Wall: The low wall provides cover. A DC 20
Athletics or Acrobatics check is needed to jump or
vault it at full speed. Those who fail the check get
over the wall but end their movement in the square
just beyond it. Creatures can also put holes in the low
walls as if they were shanty walls.
Shallow Water: The squares marked as shallow
water are difficult terrain.
Bonfire: The bonfires, which are used by the shantytown
denizens to stave off a little of the domain’s
pervasive gloom, deal 10 fire damage and 5 ongoing
fire damage (save ends) to any creature that starts its
turn in the same square as the bonfire.
Map:
https://docs.google.com/drawin...Q50-wFOAK6P78Lk/edit
This message was last edited by the GM at 15:59, Tue 03 Sept 2013.