[Adventure] Serpent's Skull: Souls for Smuggler's Shiv (DM: Mewness; Judge: THB)

Dekana

Explorer
Castile drops to a knee as the caller's psychic attacks intensify. She throws her axe at the huge plant to try to make the noises stop, but to her horror it sails right into the flaming sphere! She is about to unsheathe a backup weapon when the axe boomerings back to her hand, only a little warm to the touch.


[sblock=Castile stat block / actions]Actions
Standard: RBA vs Blighted Caller misses AC 1, but it's marked TENT. (1d20+8=9)


PC:Castile (Dekana) - L4W Wiki- Female Dwarf Fighter 2
Passive Perception: 18, Passive Insight: 13
AC:19, Fort:17, Reflex:14, Will:13, +5 saves vs poison, Speed:5
HP:15/39, Bloodied:19, Surge Value:9, Surges left:12/13
Initiative +1
Action Points: 0 (encounter)

Conditions
Tonic (+2 str-attack damage, +2 athletics)

Powers
MBA: Waraxe, +8 vs AC, 1d12+7 damage (see Combat notes below)
RBA: Waraxe, +8 vs AC, 1d12+7 damage, 6/12
Combat Challenge, Pass Forward
Crushing Surge, Tide of Iron
Dwarven Resilience, Hack and Hew
Dwarven Thrower Waraxe, Villain's Menace

Combat notes: +2 melee / close damage with THP, +2 to attack roll on OAs, OAs stop enemy movement[/sblock]
 

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Pentius

First Post
Noriaki's thunderous wings flex, and he shoots through the jungle brush after Takahaan and the bloodthorn. Tiny ripples of thunder bend and push the brush out his way. As he approaches, he begins to draw out his sword, but the vile plant swings Takahaan in the way, and Noriaki is forced to release a burst of energy harmlessly to the side, to avoid hitting his friend. Frustrated, he re-sheaths his sword and begins focusing energy into it again.
[sblock=Mechanics]
Standard: Charging Howling Strike on Bloodthorn 1, ending in I13
Attack Roll:1d20+9=12
Minor: Sheath sword.
Move action: shake fist at invisible castle[/sblock]

[sblock=Noriaki]Noriaki Matsumoto Male Human Thaneborn Barbarian 2
Initiative: +4(+6 with Takahaan),
Passive Perception: 11,
Passive Insight: 12,
Senses: Normal
AC:19
Fort:18
Reflex:16
Will:14
HP:21/33
Bloodied:16
Surges left:7/9
Surge Value:8
Action Points: 0
MBA: +8 to hit, 1d12+5 damage
Howling Strike
Pressing Strike

Escalating Violence [x]
Howl of Triumph [x]
Shrug it off [x]
Heroic Effort [x]
Second Wind [x]

Swift Panther Rage [x]
[/sblock]
 

GROMkill

First Post
After being pulled to and fro by the appendage piercing his tough hide, Takahaan's fiery anger builds. Reaching into his pouch, the dragonborn quickly pulls out the vial handed to him earlier by a piskie, pops the stopper, and downs it. Tossing it amongst the brush, he tightens his grip around his nodachi, still struggling against the contorting appendage piercing his armor and hide. There is a slight pause in the jungle, and almost no sound is heard for a split second, as the Takahaan stares at the bloodthorn with a crazed look. Then, with a deafening roar, he dives headfirst toward the bloodthorn, cleaving it with a hefty swing of his massive blade.

The nodachi slides cleanly through the bloodthorn's inner appendages, not excluding the one piercing Takahaan. The creature slumps, a massive mess, but finally slain. As he rises to his knee, he tears the pulsing limb from his armor, grunting as he does it.

"Onward, Noriaki! We must finish the rest of these fiends and aid our allies!"

[sblock=Takahaan's Actions] Move -> Minor: Pull out Potion of Healing

Minor: Drink Potion of Healing marked: "Drink Me!" Takahaan gains 10 HP, bringing him to 13 HP, and spending one surge.

Standard: Brash Assault on Bloodthorn 1.
Attack Roll: 1d20+9=29 Crit. Sweet.
Damage Roll: Crits do max damage, so 14. I think that I killed him. So I don't think he can hit me back!
[/sblock][sblock=Takahaan]Takahaan Thanazashi Male Dragonborn Bravura Warlord 1
Initiative: +3
Passive Perception: 11
Passive Insight: 10
Senses: Normal
AC:18
Fort:17
Reflex:15
Will:17 HP:13/29
Bloodied:14
Surge Value:8
Surges left:6/8
Action Points: 1

Powers:

Brash Assault
Intuitive Strike

Dragon Breath [ ]
Inspiring Word [xx]
Vengeance Is Mine [x]

Lamb to the Slaughter [ ]
Spur To Action [x]

Other Abilities:

Second Wind [x]

Cloak of Resistance [ ]


Conditions


Bloodied, giving Taka +1 to attack rolls from racial.

[sblock=Important Features] Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Combat Leader:
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative. +1 to attack rolls when bloodied.

Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.[/sblock] [/sblock]
 

BenBrown

First Post
Kane, still wobbling, steps back out of the way of the remaining twig blight.

Hú Lí resumes playing her flute, its eldritch melodies calling to the twig blight. Unable to resist, it staggers forward, the arcane energies drawing life from it as it moves. When it comes within range of Castile, she brings her axe down on it hard, drawing energy from this as well. Hú Lí nods at Castile, and the melody changes to a brave song of battle, energizing Castile, and steeling her for the coming blows.

[sblock=actions]Virtue of Cunning: Kane is slid to Q11
Standard: Blunder vs. Twig Blight 2: 9(1d20) +6 = 15; 5(1d6) +5 = 10, Twig Blight is slid to N11, and Castile makes a free MBA against the twig blight.
Castile MBA vs. Twig Blight 2: 15(1d20) +8 +5 = 28; 3(1d12) +9 = 12, Twig Blight 2 is marked, Castile gains 4 THP.
Minor: Majestic Word on Castile. Castile regains surge +4 (13) hit points.[/sblock][sblock=Hú Lí]The Black Fox Fox Spirit (Changeling) Bard 2
Initiative: +2, Passive Perception: 17, Passive Insight: 19
AC:18, Fort:12, Reflex:16, Will:17

:bmelee: +3 vs. AC, 1d6-1 damage

HP:11/29, Bloodied:14, Surge Value:7, Surges left:8/8
Action Points: 0, Second Wind: unused
Powers: Fox Spirit Disguise, Wild Shape, Staggering Note, Vicious Mockery
Blunder, Fox Spirit Trick, Grasping Claws, Majestic Word x2, Words of Friendship
Stirring Shout, Canon of Avoidance

Virtue of Cunning: Once per round, when an enemy misses an ally within 9 squares of the Black Fox, the Fox may slide the ally 1 square as a free action.

Conditions:
none
[/sblock]
 

Mewness

First Post
GM: Vengeance is Mine does indeed go off before the bloodthorn shifts. Taka's brash strike then kills the bloodthorn.

Twig blight 2 is now bloodied.
 

jbear

First Post
"Mrraghhhhh!"

Kane can do nothing but bellow as his life thins. He is nothing. He is fire.

OOC: Action: Sustain Flaming Sphere; [MENTION=1642]BenBrown[/MENTION] Can you have Hú Lí slide Kane to Q9 instead? I think the Leader plant is dropping an Area Burst 1 on Kane and Castile. If so it would be better if it could only attack Kane, and so suffer the -2 from Castile's mark (hopefully missing). I'm sure Castile would prefer not being caught by the plants fury as well.
 

twilsemail

First Post
"I say Valentine. I won't stand for this kind of treatment. I just won't. I hope that the next time you call on me you'll be a bit more personable. And please, less zombies." Benjamin, in a huff, disappears into the foliage. As he goes he's battered a bit more by the fungally infected zombie.

The Captain, seeing that he's disappointed his friend, chases after him. Before he's taken three steps, however, the toad is gone. In a rage, the Captain lashes out at the zombie. "Stupid Brute!"

"Sir." One of the Fitzpatricks calls out, attempting to get his attention. "Sir?" It doesn't seem to be working.

The Pict, wordless as ever, points across a clearing and the Captain follows the gesture. Jeremy, the littlest grig, has broken from the platoon and hopped onto the shoulder of the Twig Blight. He appears to be, from this distance, playing his fiddle. Moreover, the Twig Blight is dancing.

[sblock=actions]
Beginning of turn: Benjamin is taken out of the fight.
Minor: Fiddlin’ Grig on Twig Blight: Hit; Twig Blight grants Combat advantage and cannot benefit from Invisibility or concealment
Standard: Charge Zombie; Grasping Claws; Hit for 8 damage and is slowed UENT Dartmoor

[sblock=Dartmoor Irregulars]Dartmoor Irregulars – Piskie Swarm (Druid) 2
Passive Insight: 14, Passive Perception: 19
AC:16 Fort:13 Ref:14, Will:14 -- Speed:6
HP:13/33, Bloodied:16, Surge Value:8, Surges Left: 9/10
Action Points: 1, Second Wind: not used

Powers:
Grasping Tide

Grasping Claws
Swarming Locusts

Scattered Form

Summon Giant Toad
Fiddlin’ Grig
Conditions: Bloodied
Notes: -3 damage from melee/ranged attacks in Beast Form
[/sblock][/sblock]
 
Last edited:


Mewness

First Post
The twig blight, following some mental command from its master, edges away from Castile to get to Kane, but Castile responds with a ferocious axe slash that cuts it in two.

The caller knows now that it is doomed, but its psyche will no more permit surrender than its physical form will allow flight. It lashes out psychically once again, causing searing pain to Castile, but Kane is finally able to resist and finds himself momentarily clear-headed.

The plant-zombie turns sluggishly toward Dartmoor and delivers a sweeping blow that catches the valiant Captain and a dozen of his followers, leaving them injured grievously.

[sblock=actions and rolls]The twig blight shifts away from Castile, activating combat challenge. Castile melee basic vs AC (+2 CA), twig 2; damage (+2 bear's strength, +2 temp HP)
7(1d20) +8 +2 = 17; 2(1d12) +7 +2 +2 = 13
hit and killed.

Caller takes flaming sphere damage
3(1d4) +4 = 7
+10 vuln =17 damage. Still hanging on, it goes after Castile and Kane as usual. caller psychic lance vs will, Castile; Kane; damage (+4 bloodied)
9(1d20) +6 = 15; 1(1d20) +6 = 7; 4(1d6) +4 +4 = 12
Castile is hit for 12 psychic and dazed until the end of her turn, Kane is missed.

Caller can’t do anything else as it has run out of twig blights *sob*

Zombie attacks Irregulars. zombie 1 fungal slam vs AC, Dartmoor (+2 defenses from aversion staff); damage
15(1d20) +9 = 24; 8(2d6) +5 = 13
is a hit for 10 after DR, plus ongoing 5 necrotic (save ends).[/sblock]


Nasty Biting Plants: Round 6

[sblock=Terrain Rules, etc.]Perception Checks
If your passive Perception is high enough, you can examine appropriate spoiler blocks to locate hidden enemies. If your passive Perception is not high enough, you may make a Perception roll as a minor action, once per round, to attempt to locate them.

Terrain Rules
The dark green terrain is heavy undergrowth. It is difficult terrain. A small creature, or one who is prone, gains concealment while in heavy undergrowth if there is at least one square of heavy undergrowth intervening between it and an observer. If there are at least two squares of heavy undergrowth intervening, the creature gains total concealment.

The light brown areas are relatively clear and count as normal terrain.

The dark brown circles are trees; they are blocking terrain.[/sblock]

[sblock=Controlling Ishirou]Companion NPCs in Combat

Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Ishirou to use his Eagle Claw Strike attack, you spend a standard action. If you want him to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.

NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.

If all of the PCs act in a given round without giving any actions to a particular NPC, I will have that NPC take one non-offensive action. This will most likely be Second Wind if it is needed and available, and movement or Total Defense if it is not. (It won’t be necessary for PCs to spend their own standard actions to have NPCs use second wind.)[/sblock]

[sblock=Ishirou’s powers and stats]Ishirou
HP 17/24, Bloodied 12, Surge value 6; Surges 6/7
AC 16, Fort 14, Reflex 16, Will 12
Skills: Acrobatics +9, Athletics +8, Perception +6
Striker: 1/round, Ishirou can deal 1d6 extra damage when he hits an enemy he has CA against.
:bmelee: katana +8 vs. AC, 1d10+3 damage
Steel Wind (Attack) (standard; full discipline, implement, psionic; close blast 2, each enemy Ishirou can see in blast)
Attack: +5 vs. Reflex
Hit: 1d8+4 damage.
Steel Wind (Movement) (move; full discipline, psionic; personal)
Effect: Ishirou is no longer marked. He moves his speed (6)+2.
[x] Eagle Claw Strike (Attack) (standard; full discipline, implement, psionic; melee touch, one creature or unattended object)
Attack: +5 vs. Fortitude
Hit: 2d8+4 damage, and the target takes a -3 penalty to AC until the end of Ishirou’s next turn. Against an unattended object, this attack deals 2d8 extra damage.
[o] Eagle Claw Strike (Movement) (move; full discipline, psionic; personal)
Effect: Ishirou flies his speed (6). If he doesn’t land at the end of this movement, he falls.
[x] Heroic Effort (no action; personal)
Trigger: Ishirou misses with an attack or fails a save
Effect: Ishirou gains a +4 racial bonus to the attack roll or saving throw.
[x] Second Wind

Conditions: none[/sblock]

[sblock=status]PCs
Castile (O12) HP 20/39; surges 11/13, AP used, dazed (end of turn)
Dartmoor (P16) HP 3/33; surges 8/10, beast form, bloodied, ongoing 5 necrotic (save ends)
Hú Lí (M14) HP 11/29; surges 8/8, AP used, bloodied
Kane (Q9) HP 10/28; surges 9/10, AP used, flaming sphere (J16), bloodied
Noriaki (K11) HP 21+4/33; surges 7/9, AP used, swift panther rage
Takahaan (I12) HP 13/29; surges 6/8, bloodied
Ishirou (N15) HP 17/24; surges 6/7

Bad Guys
Twig Blight 1 (P11) dead
Twig Blight 2 (P9) dead
Blighted Caller (H17-I18) threatening reach 3, 68 damage, AP used, bloodied
Fungal Bloodthorn 1 (G13-H14) dead
Fungal Bloodthorn 2 (L15-M16) dead
Blighted Zombie 1 (K12) dead
Blighted Zombie 2 (Q16) 44 damage, bloodied, slowed
[/sblock]

[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs.

[sblock=Blighted Caller]Blighted Caller
AC 16, Fort 15, Ref 14, Will 16; HP 76, bloodied 38
Immune to blinded, gaze, sleep; Vulnerable 10 fire
:bmelee: Grasping Roots (reach 3) +6 vs. Reflex, 1d8+5 damage and the target is grabbed. The caller can have up to two creatures grabbed at one time.
Note: the caller has threatening reach 3.[/sblock]
[sblock=Fungal Bloodthorn]Fungal Bloodthorn
AC 18, Fort 15, Ref 12, Will 14; HP 41, bloodied 20
:bmelee: striking vine +9 vs. AC, 1d8+5 damage[/sblock]
[sblock=Blighted Zombie]Blighted Zombie
AC 16, Fort 17, Ref 15, Will 15; HP 68, bloodied 34
:bmelee: Fungal Slam +9 vs. AC, 2d6+5 damage and ongoing 5 necrotic damage (save ends)
Roots of the Colony: If you hit a blighted zombie, and the other zombie is within 5 squares of it, then the zombie you hit takes only half damage, but the other zombie takes the same amount.[/sblock]
[sblock=Twig Blight]Twig Blight
AC 15, Fort 11, Ref 15, Will 13; HP 22, bloodied 11
Resist 5 poison; Vulnerable 5 fire
:bmelee: Bite +6 vs. AC, 1d8+4 poison damage
Note: The twig blights are small and gain concealment while in heavy undergrowth if there is at least one square of heavy undergrowth between the twig blight and an observer.[/sblock][/sblock]
 

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Dekana

Explorer
Castile wants to shout some words of encouragement to Kane, but the caller's continued psychic attacks prove too distracting for her to think of anything uplifting. Instead, she simply nods at him and then turns to assist the piskies. Castile charges at the remaining zombie and makes a hefty swing at it, but her axe goes a little too wide and becomes lodged in the nearby tree.


OOC: Thanks for the heals!
[sblock=Castile stat block / actions]Actions
Standard: Charge to P15! MBA vs Zombie 2 misses AC 12, but it's marked TENT. (1d20+8+1=12)


PC:Castile (Dekana) - L4W Wiki- Female Dwarf Fighter 2
Passive Perception: 18, Passive Insight: 13
AC:19, Fort:17, Reflex:14, Will:13, +5 saves vs poison, Speed:5
HP:20/39, Bloodied:19, Surge Value:9, Surges left:11/13
Initiative +1
Action Points: 0 (encounter)

Conditions
Tonic (+2 str-attack damage, +2 athletics)

Powers
MBA: Waraxe, +8 vs AC, 1d12+7 damage (see Combat notes below)
RBA: Waraxe, +8 vs AC, 1d12+7 damage, 6/12
Combat Challenge, Pass Forward
Crushing Surge, Tide of Iron
Dwarven Resilience, Hack and Hew
Dwarven Thrower Waraxe, Villain's Menace

Combat notes: +2 melee / close damage with THP, +2 to attack roll on OAs, OAs stop enemy movement[/sblock]
 

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