Pezock screeches angrily and runs blindly out of the cloud of flies.
THRUNEFANG CAMP: ROUND 3
Pezock utters an angry screech as he is stung by flies and hastens out of the cloud.
The haggard woman glares at Noriaki. For a moment, the proud swordsman quails under that burning gaze, feeling his very limbs go numb, but he rallies himself and forces his eyes away. But the swarm of flies moves to surround him, causing him to suffer painful stings. Then the woman steps forward, raising her arm, and hurls bolts of crackling black energy at Kane. One misses, but the other hits him squarely in the chest, causing him to feel as though his heart will burst.
The cannibals on the guard platform throw spears at Hú Lí and Pezock. Both missiles strike true, and both targets are badly hurt.
The cannibal in the doorway steps out, flinging a spear at Kane. Kane, still in searing pain from the woman’s magic, cries out in anticipation of the blow. There is a sudden shimmer in the air. A dull, heavy blow knocks Kane aside, and the strange beast that he freed from the figurine suddenly appears, throwing its weight against him, and is struck by the spear in his place. Its fur bristles in fury as the one who struck it charges in and strikes it again with his axe. Throughout this ordeal, its eyes remain fixed on Kane’s with an almost human expression, and in that brief moment, Kane understands that the beast is here to help him of its own free will, and that its sense of obligation will not be denied.
Another cannibal comes out of the building and throws his spear at Takahaan, hitting the doughty dragon-kin in the shoulder. Screaming in berserk fury, he charges, dealing another heavy blow to his opponent--but Takahaan’s counter is even stronger, and the cannibal’s severed head rolls back into the doorway.
The man who freed the lizard circles round to charge Castile from behind. Castile, however, is not fooled, and turns just enough to parry the blow easily. The red-haired berserker seizes the moment, striking savagely at Castile with club and cleaver and connecting with both. Kane manages to generate a brief ward spell around Castile, reducing some of the impact, but the man roars in triumph and strikes out again, hitting her once more.
The lizard grabs Castile in its jaws and tries to move away from the fire ... but finds Castile a bit heavier than it expected. The thought that perhaps it should have moved away
first percolates very slowly through its tiny brain.
As the animated corpse near the magical fire burns to ash, the others move inexorably toward the adventurers, climbing fences and attacking. One moves up to Castile, but is too clumsy to hit her even in her vulnerable state. The others attack Noriaki, but he nimbly avoids them.
[sblock=actions and rolls]Pezock takes 5 damage and moves to Q19.
Malikadna standard:
Malikadna evil eye vs Will, Noriaki; damage
6(1d20) +8 = 14; 5(2d6) +6 = 11 misses. Minor: move zone on top of Noriaki. AP standard:
Malikadna pain bolt (twice) vs Reflex on Kane; two attacks; two damage rolls
7(1d20) +8 = 15; 16(1d20) +8 = 24; 7(1d8) +6 = 13; 8(1d8) +6 = 14 one misses, one hits for 14 and Kane takes a -2 penalty to defenses until EONT. Move: to S25.
Cannibal 5 throws at Hú Lí.
Cannibal 5 javelin vs AC, Hú Lí; damage
13(1d20) +8 = 21; 2(1d8) +6 = 8 hits for 8 and Hú Lí is bloodied.
Cannibal 6: throws at Pezock.
Cannibal 6 javelin vs AC, Pezock; damage
15(1d20) +8 = 23; 6(1d8) +6 = 12 hits Pezock for 12 and he is bloodied and pushed to R18.
Cannibal 7 moves to Q14 and throws at Kane.
Cannibal 7 javelin vs AC, Kane (-2 defenses); damage
16(1d20) +8 = 24; 1(1d8) +6 = 7 hits Kane for 7. Fey beast appears in U14 and takes the hit, getting pushed to V15. Cannibal 7 uses blood-crazed charge:
Cannibal 7 axe vs AC (+1 charge), fey beast; damage
16(1d20) +8 +1 = 25; 7(1d8) +6 = 13 hits for another 13.
Cannibal 8 moves to M15 and throws at Taka.
Cannibal 8 javelin vs AC, Taka; damage
17(1d20) +8 = 25; 3(1d8) +6 = 9 hits Taka for 9, bloodying him and pushing him to Q16. Cannibal 8 uses blood-crazed charge:
Cannibal 8 melee basic vs AC (+1 charge), Taka; damage
17(1d20) +8 +1 = 26; 6(1d8) +6 = 12 hits Taka for 12.
Takahaan reacts with Vengeance is Mine.
Takahaan melee basic vs AC, Cannibal 8; damage
10(1d20) +10 = 20; 14(1d20) +5 = 19 hits, rerolling damage because I accidentally rolled a d20 for damage.
Takahaan vengeance is mine damage roll
8(1d10) +5 = 13 instant kill.
Cannibal 11 tries to climb the fence.
Cannibal 11 Athletics DC 15
7(1d20) +9 = 16 is a success. He charges Kane.
Cannibal 11 axe vs AC (+1 charge), Kane; damage
7(1d20) +8 +1 = 16; 4(1d8) +6 = 10 misses.
Cannibal 13 takes 8 fire damage, becoming bloodied. He moves to L16 and throws at Hú Lí.
Cannibal 13 javelin vs AC, Hú Lí; damage
9(1d20) +8 = 17; 6(1d8) +6 = 12 misses.
Cannibal 14 moves and charges Castile, flanking with the lizard.
Cannibal 14 axe vs AC (+2 flank +1 charge), Castile (+2 defenses second wind); damage
8(1d20) +8 +2 +1 = 19; 3(1d8) +6 = 9 misses.
Klorak takes 8 fire. Standard: pound and slice vs Castile, rolling attacks separately in case of interrupts.
Klorak club vs AC, Castile (+2 defenses second wind); damage
20(1d20) +10 = 30; 5(2d6) +5 = 10 crit for 17. Kane’s channeling shield goes off, reducing the damage to 9. Castile is
dazed (save ends) and is also
marked by Klorak until EONT.
Klorak cleaver vs AC (+2 CA), Castile (+2 defenses second wind); damage
14(1d20) +10 +2 = 26; 8(2d6) +5 = 13 hits for 13 and Castile takes
ongoing 5 damage (save ends).
Klorak spends an AP to do the same thing again:
Klorak club vs AC; cleaver vs AC; club damage; cleaver damage (all with CA on Castile, who has second wind bonus)
15(1d20) +10 +2 = 27; 7(1d20) +10 +2 = 19; 7(2d6) +5 = 12; 7(2d6) +5 = 12 club hits for 12, cleaver misses. Castile is bloodied. Klorak shifts to M20.
Klorak has a mark-based interrupt: see his stats.
Shiv Dragon takes 8 fire and is bloodied. Standard:
Shiv dragon bite vs AC (+2 CA), Castile (+2 second wind); damage
13(1d20) +10 +2 = 25; 5(2d8) +7 = 12 hits for 12 and Castile is grabbed.
Corpse 1 tries to climb the fence.
Corpse 1 athletics DC 15
15(1d20) +7 = 22 succeeds. It charges Castile:
Corpse 1 axe vs AC (+2 CA, +1 charge), Castile (+2 second wind)
8(1d20) +8 +2 +1 = 19 misses.
Corpse 2 burns to a crisp.
Corpse 3 tries to climb the fence.
Corpse 3 athletics DC 15
8(1d20) +7 = 15 succeeds. It charges Noriaki:
Corpse 3 axe vs AC (+1 charge), Noriaki; damage
3(1d20) +8 +1 = 12 misses.
Corpse 4 attacks Noriaki.
Corpse 4 axe vs AC, Noriaki
5(1d20) +8 = 13 misses.
Ugh. You guys were horribly dice-raped that round. Amazingly, nobody is actually down (and Noriaki was missed by everything!). Castile will go down at the start of her turn if not helped, though.
Off-turn stuff
Fey beast appeared and got heavily damaged by attacks meant for Kane. This is a story freebie--hereafter, the fey beast will be “controlled” by Kane using the normal rules.
Takahaan used Vengeance is Mine to kill Cannibal 8.
Kane used channeling shield to help Castile.
Virtue of Cunning: Castile was missed by a corpse after being grabbed by the shiv dragon. I’m taking the liberty of assuming that people will want her slid out of its grab to the only available square, P20.
[/sblock]
[sblock=Special Rule: Semi-Minions]
Semi-Minions
Because you totally thrashed the cannibals in your previous fight with them, they have been downgraded to
semi-minions in order to reflect your utter superiority. Semi-minions are like regular non-minion creatures, except that they have much lower HP.
When a semi-minion is
hit and damaged by an attack (but not killed outright) it becomes a normal minion. Its HP are reduced to 1 (and it cannot be healed up again) and it thereafter follows all the rules of minions.[/sblock]
[sblock=Terrain]
Terrain
Light-colored bumpy ground, and the lighter-colored leafy areas are normal terrain.
Dark green areas have heavy vegetation and are difficult terrain.
The dark reddish-brown tinted areas are difficult terrain (the area on the lower left is a disgusting trash pit; the area inside the doorless building represents piled junk).
Brown walls represent walled or fenced enclosures that are open to the sky. The fences are five feet high. You can vault or climb a fence with a DC 15 Athletics check, taking an extra square of movement to do so. Fences do not block Line of Sight or Line of Effect.
Dark grey walls enclose fully roofed buildings. Buildings are ten feet high (not because they have high ceilings, but because they’re on short stilts to prevent flooding).
The surface of the guard platform (A17-C19) is twenty feet up. Cannibals on this platform have cover against enemies on the ground.
Light grey rectangles are doors or gates.
The tower (top left) is round. Its corners are not hard corners. (The other corners created by buildings are hard.)[/sblock]
[sblock=PCs’ Off-Turn Actions]Interrupts, Reactions, and so forth are listed here to help me remember them. It would also help me if you specify triggers for these actions. If you don’t, I’ll try to use them in sensible places.
Black Fox
Virtue of Cunning (no action; ally is missed)
Castile
Combat Challenge (interrupt; adjacent marked target shifts or makes an attack that doesn’t include Castile)
Guardian’s Counter (interrupt; ally within 2 is hit by an attack that doesn’t include Castile)
Shield Edge Block (interrupt; adjacent enemy hits or misses Castile with a close or melee attack): used if it will turn a hit into a miss.
Bold Victory Armor (free; Castile or an ally within 5 bloodies an enemy)
Kane
Aegis of Shielding (interrupt; marked enemy hits a target within 10 and the attack doesn’t include Kane)
Channeling Shield (interrupt; an attack hits Kane or an ally within 10): used to prevent a big or bloodying hit.
Dimensional Vortex (interrupt; an enemy within 10 hits an ally with a melee attack): used if Kane can thump a non-minion with it.
White Lotus Riposte (no action; when an enemy Kane hits with an arcane at-will attack him before EoNT, that enemy takes 4 damage of the same type as the at-will dealt)
Noriaki
Shrug it Off (reaction; Noriaki is subjected to a save ends effect)
Takahaan
Guardian’s Counter (interrupt; ally within 2 is hit by an attack that doesn’t include Takahaan)
Vengeance is Mine (reaction; an enemy hits Takahaan)[/sblock]
[sblock=Controlling Pezock]
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 Pezock to use Icy Skewer, 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=Pezock]
Pezock
HP 7/35, Bloodied 17, Surge value 8; Surges 7/7
Str 10, Con 13, Dex 16, Int 13, Wis 10, Cha 18.
AC 18, Fort 14, Reflex 18, Will 16
Skills: Bluff +12, Stealth +11
Flock Effect: Pezock gains a +3 bonus to melee attack rolls when flanking rather than +2.
Striker: 1/round, Pezock can deal 1d6 extra damage when he hits an enemy he has CA against.
Icy Skewer (standard; arcane, cold, weapon; melee weapon, one creature)
Attack: +10 vs. AC
Hit: 1d10+5 cold damage. Pezock gains a +2 power bonus to all defenses against the target’s attacks until the end of his next turn.
Special: Pezock can use this power as a melee basic attack.
[o] Piercing Shard (standard; arcane, cold, illusion, psychic, weapon; melee weapon, one creature)
Attack: +10 vs. Will
Hit: 2d10+5 cold and psychic damage.
Effect: Pezock is invisible to the target until the start of his next turn.
[o] Spider Scuttle (free; arcane; personal)
Effect: Until the end of his next turn, Pezock gains a climb speed equal to his speed (6), and can move at that speed when crawling.
[o] Second Wind
Conditions: bloodied
Fluff Notes: Pezock’s powers represent his having a cool magic sword (Pearl). If he loses the sword, he can’t do that neat stuff anymore.[/sblock]
[sblock=status]
PCs
Castile (P20) HP
5/52; surges
12/13; second wind; AP used; second wind used; bloodied; dazed (save ends); ongoing 5 damage (save ends); marked by Klorak EONT
Hú Lí (Q19) HP
13/39; surges
7/8; bloodied
Kane (W14) HP
23/44; surges
10/10; AP used; -2 defenses EONT
Noriaki (T20) HP
33/45; surges
9/9; in swarm of flies
Takahaan (Q16) HP
5/39; surges
8/8; bloodied
Allies
Pezock (R18) HP
7/35; surges
7/7; bloodied
Fey Beast HP (V15)
2/22; bloodied
Imidoto (hidden in a tree somewhere) HP 1 (minion)
Conjurations, Zones
Flaming Sphere (N18; sustained by Kane)
Swarm of Flies (T18-V20; Malikadna) Any creature who starts its turn in the zone takes 5 necrotic damage and does not have line of sight to squares more than 3 squares away from itself during its turn.
Fey Beast aura 1: allies gain a +2 bonus to damage rolls against enemies in the aura.
Bad Guys
Malikadna (T28) swarm of flies active; AP used
Klorak (M20)
8 damage taken; marked by Castile, stirring shout piñata, AP used
Reanimated Corpse 1 (N20) 1 HP (minion)
Reanimated Corpse 2 (O17) dead
Reanimated Corpse 3 (U21) 1 HP (minion)
Reanimated Corpse 4 (T21) 1 HP (minion)
Cannibal 5 (C17, 4 up)
Cannibal 6 (C19, 4 up)
Cannibal 7 (U14)
4 damage taken; blood-crazed charge used
Cannibal 8 (U14) dead
Cannibal 9 (Q15) dead
Cannibal 10 (U15) dead
Cannibal 11 (V13)
Cannibal 12 (X11) dead
Cannibal 13 (L16)
8 damage taken; bloodied
Cannibal 14 (O20)
Cannibal 15 (K17) dead
Cannibal 16 (Q16) dead
Shiv Dragon (O18)
44 damage taken; marked by Castile, bloodied
[/sblock]
[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs.
[sblock=Thrunefang Cannibal (lego “islander”)]
Thrunefang Cannibal
AC 17, Fort 16, Ref 16, Will 15; HP 13, bloodied 6 (semi-minion)
Axe +8 vs. AC, 1d8+6 damage or 6 damage if the cannibal is a minion. Effect: After the attack, the cannibal can shift 1 square.[/sblock]
[sblock=Reanimated Corpse (lego cutaway skeleton)]
Reanimated Corpse
AC 17, Fort 16, Ref 16, Will 15; HP 1 (minion)
Axe +8 vs. AC, 6 damage. Effect: After the attack, the corpse can shift 1 square.[/sblock]
[sblock=Shiv Dragon (brown lizard-thing)]
Shiv Dragon
AC 17; Fort 19, Ref 16, Will 14; HP 77, bloodied 38
Bite +10 vs. AC, 2d8+7 damage and the target is grabbed.
Vise Jaws
The shiv dragon does not need to sustain a grab. Being affected by a condition that prevents it from making opportunity attacks does not end its grab. It has a +5 bonus to Fortitude defense against attempts to escape its grab. If the shiv dragon is subjected to forced movement, it pulls the grabbed creature with it.[/sblock]
[sblock=Klorak the Red (red-haired guy)]
Klorak the Red
AC 19, Fort 19, Ref 19, Will 17; HP 154, bloodied 77
Saving throws +2
Club +10 vs. AC, 2d6+5 damage and the target is dazed (save ends) and marked until the end of Klorak’s next turn.
Cleaver +10 vs. AC, 2d6+5 damage and ongoing 5 damage (save ends) and the target is marked until the end of Klorak’s next turn.
[sblock=Immediate interrupt (when a target marked by Klorak and adjacent to him shifts or moves)]Menacing Pursuit: Klorak shifts 1 square and makes a basic attack against the target. He will use his club unless the target is already dazed.[/sblock][/sblock]
[sblock=Malikadna (dark haired witch with white cap)]
Malikadna
AC 21, Fort 19, Ref 17, Will 19; HP 126, bloodied 64
Saving throws +2
Dagger +10 vs. AC, 2d4+2 damage and Malikdna slides the target 2 squares.[/sblock]
[/sblock]