Pezock brushes away the last of the flies and recovers himself a little.
THRUNEFANG CAMP: ROUND 4
The woman utters some incomprehensible imprecations as Noriaki strides right past her undead guards. She fixes him again with her unnervingly intense gaze, but Noriaki turns his eyes away almost immediately. Suddenly realizing her danger, she moves rapidly through the brush to the north.
Spears from the guard platform strike Hú Lí and Castile, and the man next to Kane strikes him in torso with a powerful blow of his axe. The cannibal near the magical fireball swings at Castile, but she deflects the strike, sliding her shield under the weapon to deal a hard blow with its bottom edge. Her opponent falls to the ground senseless.
Indifferent to the flames, the red-haired berserk looks back and forth between Castile and Takahaan. His mouth curls in an insouciant snarl, as though Takahaan’s height, bulk, and red coloring represent a personal challenge. He runs over to the dragonborn, swinging clumsily with his club but dealing a nasty wound with his cleaver.
The lizard has a brief moment to wonder what that burning smell might be before it dies.
One of the remaining animated corpses burns to a crisp. The other doggedly follows Noriaki through the jungle, flailing at him with its axe, but it can’t seem to hit him even from behind.
[sblock=actions and rolls]Pezock uses his second wind.
Malikadna standard:
Malikadna evil eye vs Will, Noriaki; damage
1(1d20) +8 = 9; 5(2d6) +6 = 11 misses. Move: to N24. Minor: move swarm of flies to S16-U18.
Cannibal 5 throws at Hú Lí.
Cannibal 5 javelin vs AC, Hú Lí; damage
16(1d20) +8 = 24; 5(1d8) +6 = 11 hits for 11 and Hú Lí is pushed to Q14.
Cannibal 6 throws at Castile.
Cannibal 6 javelin vs AC, Castile; damage
18(1d20) +8 = 26; 5(1d8) +6 = 11 hits for 11.
Cannibal 11 attacks Kane.
Cannibal 11 axe vs AC, Kane; damage
20(1d20) +8 = 28; 8(1d8) +6 = 14 crits for 14 and Kane is bloodied.
Cannibal 14 takes 9 fire damage and becomes bloodied. He attacks Castile.
Cannibal 14 axe vs AC, Castile; damage
15(1d20) +8 = 23; 5(1d8) +6 = 11 hits for 11, narrowly enough to activate Shield Edge Block.
16(1d20) +8 = 24 hits. The cannibal’s strike misses and Castile kills him. Castile gains 4 temps.
Klorak takes 9 fire and moves to M17. Standard: Pound and Slice.
Klorak club vs AC, Takahaan; damage
1(1d20) +10 = 11; 3(2d6) +5 = 8 misses.
Klorak cleaver vs AC, Takahaan; damage
15(1d20) +10 = 25; 5(2d6) +5 = 10 hits for 10 damage. Takahaan is
marked by Klorak until EONT and takes
ongoing 5 damage (save ends).
Shiv dragon dies from autodamage, as does Corpse 1.
Corpse 3 moves to T22.
Corpse 3 axe vs AC, Noriaki
4(1d20) +8 = 12 misses.
Off-turn stuff
Castile killed Cannibal 14 with shield edge block.
Virtue of Cunning: Castile and Taka were missed.
[/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 15/35, Bloodied 17, Surge value 8; Surges 6/7
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.
[x] Second Wind
Conditions: bloodied, second wind
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
33+4/52; surges
10/13; AP used; second wind used
Hú Lí (Q14) HP
2/39; surges
7/8; AP used; bloodied
Kane (W14) HP
9/44; surges
10/10; AP used; bloodied
Noriaki (T23) HP
28/45; surges
9/9
Takahaan (M16) HP
5/39; surges
8/8; bloodied, marked by Klorak EONT, ongoing 5 damage (save ends)
Allies
Pezock (R18) HP
15/35; surges
7/7; bloodied, second wind used, second wind
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 (S16-U18; 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 (Kane): allies gain a +2 bonus to damage rolls against enemies adjacent to the fey beast.
Bad Guys
Malikadna (N24) swarm of flies active; AP used
Klorak (M20)
17 damage taken; stirring shout piñata, AP used
Reanimated Corpse 1 (N20) dead
Reanimated Corpse 2 (O17) dead
Reanimated Corpse 3 (T22) 1 HP (minion)
Reanimated Corpse 4 (T21) dead
Cannibal 5 (C17, 4 up)
Cannibal 6 (C19, 4 up)
Cannibal 7 (U14) dead
Cannibal 8 (U14) dead
Cannibal 9 (Q15) dead
Cannibal 10 (U15) dead
Cannibal 11 (V13)
Cannibal 12 (X11) dead
Cannibal 13 (L16) dead
Cannibal 14 (O20) dead
Cannibal 15 (K17) dead
Cannibal 16 (Q16) dead
Shiv Dragon (O19) dead
[/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]