Continuing the caller’s assault on Kane, the remaining twig blight reappears and stabs at him viciously, but gets itself snagged on the undergrowth and misses. The caller continues to pound the minds of Castile and Kane, ever more brutally as its situation becomes more desperate.
The thorny plant skewers Takahaan and drags him roughly through the undergrowth, but doesn’t get him very far. The zombie-plant, which so far has made no impression on Benjamin’s hide, grabs the toad and tears at him, inflicting a horrible festering wound.
[sblock=actions and rolls]
twig 2 blighted claw vs AC, Kane; damage
2(1d20) +6 = 8; 3(2d6) +6 = 9 misses Kane.
The caller takes
flaming sphere damage
1(1d4) +4 = 5 +10 vulnerability = 15 damage from the flaming sphere and becomes
bloodied.
caller psychic lance vs Will, Castile; Kane; damage (+4 bloodied)
19(1d20) +6 = 25; 14(1d20) +6 = 20; 3(1d6) +4 +4 = 11 hits both Castile and Kane for 11 psychic and they are
dazed until the end of their next turn. Both are
bloodied. As a minor action, it gets twig blight 2 to attack Kane again.
twig 2 melee basic vs AC (+2 twisted nature), Kane; damage
3(1d20) +6 +2 +2 = 13; 1(1d8) +4 = 5 misses.
bloodthorn 1 impaling thorn vs Fort, Takahaan; damage
13(1d20) +9 = 22; 7(1d8) +4 = 11 hits Taka for 11 and grabs him. It takes two minor actions to shift to G13-H14 and pull Taka to I12.
zombie 2 fungal slam vs AC, giant toad; damage
19(1d20) +9 = 28; 9(2d6) +5 = 14 Benjamin is hit for 14 and
bloodied. He takes ongoing
5 necrotic (save ends). Looks bad for the toad.[/sblock]
Nasty Biting Plants: Round 5
[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.
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
15/39; surges
12/13, AP used, dazed (end of turn), bloodied
Dartmoor (N15) HP
13/33; surges
8/10, beast form, bloodied
Hú Lí (M14) HP
11/29; surges
8/8, AP used, grabbed by bloodthorn 2, bloodied
Kane (P10) HP
10/28; surges
9/10, AP used, flaming sphere (J16), dazed (end of turn), bloodied
Noriaki (K11) HP
21+4/33; surges
7/9, AP used, swift panther rage
Takahaan (I12) HP
3/29; surges
7/8, bloodied, grabbed by bloodthorn 1
Ishirou (N15) HP
17/24; surges
6/7
Giant Toad (R17) HP
2/16, bloodied, ongoing 5 necrotic (save ends)
Bad Guys
Twig Blight 1 (P11) dead
Twig Blight 2 (P9)
+10 temp HP, blighted claw used
Blighted Caller (H17-I18) threatening reach 3,
51 damage, AP used, bloodied
Fungal Bloodthorn 1 (G13-H14)
28 damage, bloodied, next person to attack it with CA gets +2 to attack roll
Fungal Bloodthorn 2 (L15-M16) dead
Blighted Zombie 1 (K12) dead
Blighted Zombie 2 (Q16)
36 damage, bloodied
[/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
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
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
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
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]