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Aardvark's Fog of War Campaign (4E)
(Inactive)
Game Master
Troy Malovich
A 4E homebrew campaign set in the war-torn nations of the Mysk Islands. The characters find themselves amongst the forces, deciding who or what it is they are fighting for or against.
Yuriel moves forward in the gloomy fog, keeping a careful eye out for the pit that Booj reported earlier. His shield is raised and his spear is ready.
Stealth: 1d20 + 2 ⇒ (20) + 2 = 22 .
If I'd known I'd roll a 20, I would have taken the penalty! But no, I planned to stay quiet.
Andros will continue to hold the fog, while the rest of the party catches up.
Continue with a second round of movement. What order will you be going into the gap?
Armand goes nowhere, keeping his mind on his lightning.
Yuriel heads first into the gap in the wall, shield high, watching carefully.
Move to O-11. Full defense action.
Jacen tiptoes around where he thinks the pit trap is.
Move to P10. I'll take my other move action once the fog of war is revealed.
Booj moves silently through the fog.
Double 2sq-move to P9, unless that runs over where I think the pit is (if we had coordinates for it, I'm not finding them.
Andros delays, simply holding the fog up until such time as it is no longer necessary.
The pit is in P11. To make it to O11 Yuriel will have to make a Athletics check DC 10 (5 with a running start, which is at least 2 sq of movement).
MAP
Yuriel leaps over the yawning pit. Athletics: 1d20 + 9 ⇒ (8) + 9 = 17 .
Jacen leaps out of the mist, taking care not to land on Yuriel.
Athletics 1d20 + 5 ⇒ (20) + 5 = 25
Yuriel and Jacen both hop easily across the gap in the wall and the ground, Jacen even making it look like it is minor annoyance and nothing more. There is a courtyard beyond the wall, and a few crumbling buildings within. As they enter, a cry goes up from the tower behind them, and several responses. The alarm has been raised.
I will roll initiatives this weekend.
MAP
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