#session-34
#star-forge-arc
#battle-map
Combat 3: The Ambush (Level 6)
by archivist
Combat 3: The Ambush (Level 6)
A long narrow stone path, 12 squares long and 3 squares wide, running left to right. Solid volcanic cliff wall along the top edge. A wide flowing lava channel (2 squares wide) runs the full length of the bottom edge, molten and bright. About one-third of the way along, a side passage (2 squares wide) branches upward through the wall, forming a T-junction. Two sulphur vents erupt from cracks in the path floor — one near the left entry, one further right. A section of the path between the vents has visibly cracked and sagging stone with heavy fracture lines — unstable ground. The path surface is dark scorched stone. Use heavy deep orange wash for the lava channel, sickly yellow-green wash around the sulphur vents, and hatched linework on the unstable section.
3 Possessed Fire Giants + environmental hazards — Hard-Deadly. Flanked. Narrow path. Lava.
This is the nasty one. Narrow path between the volcano wall and a lava channel. Side passage creates the flank.
Unstable ground:
- A 20ft section in the middle of the path
- If a Huge creature (giant or Lux) steps on it: DC 15 Dex save or it collapses
- Fall: 30ft drop to a lower ledge, 3d6 bludgeoning
- Draw this as a dashed square so you remember
Side passage (G3’s ambush):
- G3 is hidden in the side passage. Doesn’t appear until round 2.
- Emerges behind the party — they’re now flanked, giants on both sides
- The passage is only 20ft wide — G3 blocks it, cutting off retreat
Sulphur vents (mark with X or circles):
- Init count 20 every other round: 15ft cone from each vent
- DC 14 Con save or poisoned for 1 round
- Place them so the party has to move through them to engage the front giants
Portal event:
- Portal Recall opens 15ft from Lux — right in the middle of the path
- Grip Check #4 (DC 18) — the bad one. Two involuntary steps. Hand drops weapon.
Tactical notes:
- Path is NARROW — 30ft means one giant nearly fills the width. The party can’t easily get past.
- Lava channel is lethal. Falling in = 10d10 fire damage per round. No save.
- The flank from G3 in round 2 splits the party’s attention
- Pushing enemies into lava IS possible and your rules lawyers will try it
- If Lux is near the lava channel when the portal opens — very bad visual