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

BenBrown

First Post
Hú Lí beats the "call to arms" of the Iron Shogun's legions on her drum.
"Forward my comrades!" she calls. "Forward, Noriaki!"
She moves easily through the brush and takes up a position next to a small building. She then pulls her flute out and blows a screeching note over Takahaan's shoulder, which draws the attention of the cannibal, confusing him and leaving him unsure of his weapon's potency.[sblock=Actions]Move: Painted Drum (Vistani Tambourine). Hú Lí and Norkiaki ignore difficult terrain until the end of Hú Lí's next turn. Hú Lí moves to T19.
Minor: draw flute.
Standard: Vicious Mockery (Will) vs. Cannibal 10: 13(1d20) +8 = 21; 5(1d6) +5 = 10 and Cannibal 10 is at -2 to attack rolls until the end of Hú Lí's next turn.[/sblock][sblock=Hú Lí]The Black Fox Fox Spirit (Changeling) Bard 4
Initiative: +3, Passive Perception: 18, Passive Insight: 20
AC:21, Fort:14, Reflex:18, Will:19
:bmelee: +4 vs. AC, 1d6-1 damage

HP:39/39, Bloodied:19, Surge Value:9, Surges left:7/8
Action Points: 1, Second Wind: unused
Powers: Fox Spirit Disguise, Wild Shape, Staggering Note, Vicious Mockery, Changeling's Armor
Blunder, Dissonant Strain, Fox Spirit Trick, Grasping Claws, Majestic Word x2, Words of Friendship, Noble Presence, Painted Drum
Stirring Shout, Canon of Avoidance, Amulet of Seduction

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:
[/sblock]
 

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Pentius

First Post
Imidoto screeches at the cannibals angrily and flies up into the branches of a nearby tree, concealing herself from sight. It was probably better that way, Noriaki reflected. He nearly joins Takahaan in battle, but sees another cannibal approaching near Kane and Pezock. "I'll cover our flank!" he calls. Turning, he flies through the underbrush like a stiff spring breeze, Arashi Tenken clearing her scabbard and pressing the cannibal back sharply.


[sblock=Mechanics]
Move: Send Imidoto into the trees.
Standard: Charge Cannibal 12 with Howling Strike
Attack Roll: 1d20+11=27
Damage Roll: 1d12+2d6=20
[/sblock]
[sblock=Noriaki]
Noriaki Matsumoto
Male Human Thaneborn Barbarian 4
Initiative: +5(+7 with Takahaan)
Passive Perception: 12
Passive Insight: 13
Senses: Normal

AC:20
Fort:20
Reflex:18
Will:16
HP:45/45
Bloodied:22
Surges left:9/9
Surge Value:11
Action Points: 1

MBA: +10 to hit, 1d12+6 damage
Howling Strike
Pressing Strike

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

Swift Panther Rage []


Conditions:

Action Surge: +3 bonus to attack rolls made during an action gained by spending an action point.

Horned Helm: +1d6 to charge damage

Battlecrazed Weapon: +1d6 damage when bloodied

Feral Might(Thaneborn Triumph): Whenever you bloody an enemy, the next attack by you or an ally against that enemy gains a bonus to the attack roll equal to your Charisma modifier(+2).[/sblock]
 

jbear

First Post
Kane walks forward, forcing his way through the foliage. He reaches a hand towards the demoralised cannibal, victim of Hú lí's mockery and growls: "Come here man eater".

Ignoring the enemies on the other side of the fence, Kane conjures a sphere of fire next to in front of a pair of quickly approaching cannibals. He watches with eyes of concern to see if whatever is in the air continues to meddle with his magic.

Satisfied to see one of the pair consumed instantly by the flames Kane raises his blade at another cannibal quickly closing in on their position in an attempt to pierce his mind but the sweat from his hand causes the blade to slip from his grasp and it is all he can do not to let it drop to the ground.

The word that ushers from Kane's mouth causes even the cannibals to blush.

[sblock=Actions] Move: to V14
Minor: Mark Cannibal 10: Aegis of Shielding
Standard: Conjure Flaming Sphere at L16; Attack C15
Action Point: Phantasmal Assault vs C9 ... Another critical failure ... Wahoo! :D

Interrupt Priority list:
If anyone gets hit by a melee attack and there is another non-minion cannibal within 5 of the attacker: Dimensional Vortex on attacker and teleport next to other non minion to attack.
If not I'll use interrupt if the cannibal Kane has marked goes for someone else.

Otherwise Kane will use Channelling shield to interrupt any hit that will bloody someone
[/sblock]
[/sblock]
 
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Dekana

Explorer
Taking point in the counterattack from the spear-throwing, the dragonborn dips to the side a few yards before coming around in an arc to flank the nearest cannibal. "Lady Castile! Today's first blood shall be for you!" he yells, engaging the man and diverting his attention for an opening for the dwarf.
"The cannibals have seen to that already" says Castile, referencing the javelin that scratched her a few moments ago. "But I'll give it right back to them! Kane, I'll leave this fellow to you.

Castile walks right past the cannibal in front of her, ignoring its feeble attempts to stop her. She charges into the center of the battlefield, homing in on one of the cannibals near the fire pit. Unfortunately, the creature has plenty of time to see her coming, and it easily dodges Castile's axe.

[sblock=Castile actions / stats]Off-turn: I'll use Hú Lí virtue of cunning's to slide to W16.

Move: walk to R15, provoking an OA from Cannibal 10. Axe vs Castile misses AC 7, and Cannibal 10 can shift 1. (1d20+8-2-2=7)

Standard: Crushing Surge vs Cannibal 9 misses AC 1, it is marked TENT Castile, and Castile gains 4 THP. (1d20+9=10)


PC:Castile (Dekana) - L4W Wiki- Female Dwarf Fighter 4
Passive Perception: 19, Passive Insight: 14
AC:21, Fort:20, Reflex:17, Will:16, +5 saves vs poison, Speed:5
HP:4 THP + 38/52, Bloodied:26, Surge Value:13, Surges left:11/13
Initiative +2
Action Points: 1 (encounter)

Conditions

Powers
MBA: Waraxe, +9 vs AC, 1d12+7 damage and gain 4 THP (see Combat notes below)
RBA: Waraxe, +9 vs AC, 1d12+7 damage, 6/12
Combat Challenge, Pass Forward
Crushing Surge, Tide of Iron
Bold Victory, Dwarven Resilience, Guardian's Counter, Hack and Hew, Shield Edge Block
Comeback Strike, Dwarven Thrower Waraxe, Second Chance

Combat notes: +2 melee / close damage with THP, +2 to attack roll on OAs, OAs stop enemy movement; ignore 1 square forced movement
[/sblock][sblock=Immediate actions]1. Shield Edge Block when an adjacent enemy hits Castile with a close or melee attack and would have missed with a -4 penalty to the attack. Immediate Interrupt, +8 vs Fort, 2d6+4 damage and +4 THP. Effect: The target takes a -4 penalty to the triggering attack.

2. Combat Challenge when an adjacent enemy marked by Castile shifts or attacks an ally and doesn't include her in the attack. Immediate Interrupt, MBA vs AC. On a hit, the target is also pushed 1 if that would force it out of range for its triggering attack (no push otherwise).

3. Guardian's Counter when an ally within 2 squares of Castile is attacked and she isn't included. Immediate Interrupt, Castile and the ally switch places and she is the target instead. After the attack, she makes a basic attack vs the attacker.

4. Opportunity Attack as usual, 1/turn. MBA+2 vs AC. On a hit, the target stops moving (if a move provoked the OA).[/sblock]
 

Mewness

First Post
Pezock scrambles out of the heavy undergrowth beside Takahaan.

GM: Note: I had Kane use his dimensional vortex on Klorak the Red, as his attack would have dazed Castile. I didn’t pick a new target as there are a few available. Please wait for [MENTION=75065]jbear[/MENTION] to resolve the teleport and melee basic before doing anything else. Jbear, check Klorak's stats before you post--he has two different basic attacks and you can use either one (the club dazes and the cleaver does ongoing damage).


THRUNEFANG CAMP: ROUND 2

Hú Lí suddenly notices a figure moving to the east--a haggard woman whose eyes glitter with sinister power. She must have come from the evil-smelling hut to the south. She has no sooner been spotted than she raises her hands and conjures a swarm of stinging, blinding flies that engulfs Hú Lí, Pezock, and Takahaan.

The cannibals on the guard platform throw their spears at Pezock and Takahaan. One goes wide, but Pezock is struck.

The cannibal who got caught in the shadows stumbles back inside the building. From the other doorway, he throws a spear at Castile. He is still shaken by the shadows, and the missile comes nowhere near her.

The man facing Castile swings his axe, but Castile knocks the blow aside contemptuously. Then he makes the mistake of trying to back away, and Castile rushes forward with a ferocious swing that kills him instantly.

The fellow who charged Castile earlier swings at Kane, but doesn’t even come close. The one near the fence tries again to scramble over it and succeeds only in wrenching his foot. Shouting in frustration, he throws a javelin at Noriaki, which hits.

Another man emerges from the door to the north and throw a spear at Castile, with no success.

The cannibal near the magical flame screams in pain and runs at Castile, catching her with a solid blow. Howling in triumph, he continues to run right past her toward Takahaan, axe on the backswing. Castile slashes with her own weapon, cutting his legs out from under him and ending his life.

The man on the path unhooks the lizard’s chain and goads the creature toward the middle of the camp. The lizard shambles along without much interest.

From the side building, a man appears who is about a head taller than most of the other cannibals and has bright red hair. (The cannibals are not especially tall, though, and this fellow is still shorter than Takahaan.) He is very broad-shouldered and carries a club in one hand, a jagged cleaver in the other. Shouting at his fellows, he charges straight out the door at Castile, bringing his club down on her head. At the last moment, there is a flash of magical energy from Kane’s sword, and the man vanishes and reappears several yards away. Already in full swing, he is unable to avoid striking at the big lizard, which (quite coincidentally) turns its head just in time to avoid the blow.

While all of this is going on, the haggard woman gestures at the fenced area north of her, and humanoid figures start to climb out. Their flesh hangs off their bones and their eyes stare blankly.

[sblock=actions and rolls]Pezock moves to U16.

Malikadna moves to T28. Standard: Malikadna swarm of flies vs Fort, Black Fox; Pezock; Takahaan; damage
13(1d20) +9 = 22; 2(1d20) +9 = 11; 17(1d20) +9 = 26; 7(2d6) +6 = 13
Takahaan and Black Fox are hit for 13 and the area becomes a zone.

Swarm of flies zone: Creatures starting their turns in the zone take 5 necrotic damage and do not have line of sight to squares more than 3 squares away from them during their turn.

Cannibal 5 javelin vs AC, Takahaan; damage
5(1d20) +8 = 13; 2(1d8) +6 = 8
misses.

Cannibal 6 javelin vs AC, Pezock; damage
10(1d20) +8 = 18; 5(1d8) +6 = 11
hits Pezock for 11 and pushes him to V18.

Cannibal 7 moves. Cannibal 7 javelin vs AC, Castile; damage
7(1d20) +8 = 15; 7(1d8) +6 = 13
misses.

Cannibal 8 double moves.

Cannibal 9 axe vs AC, Castile; damage
2(1d20) +8 = 10; 6(1d8) +6 = 12
misses. The idiot then tries to shift, provoking Castile’s combat challenge. Castile melee basic vs AC, Cannibal 9; damage
10(1d20) +9 = 19; 7(1d12) +7 = 14
dead.

Cannibal 10 attacks Kane (forgot link text) 5(1d20) +8 -2 = 11 misses.

Cannibal 11 tries to climb the fence again. Cannibal 11 Athletics DC 15
4(1d20) +9 = 13
nope. He attacks Noriaki. Cannibal 11 javelin vs AC, Noriaki; damage
19(1d20) +8 = 27; 6(1d8) +6 = 12
hits for 12 and Noriaki is pushed to Y13. Cannibal 11 would sure like to use his blood-crazed charge, but he’s stuck in this stupid fence.

Cannibal 13 moves to M18 and throws at Castile. Cannibal 13 javelin vs AC, Castile; damage
9(1d20) +8 = 17; 4(1d8) +6 = 10
misses.

Cannibal 14 moves adjacent to the lizard, unhooks the chain as a minor, and moves to J22.

Cannibal 16 takes 9 from the sphere and is bloodied, a rare state for a semi-minion. He charges Castile. Cannibal 16 axe vs AC (+1 charge), Castile; damage
15(1d20) +8 +1 = 24; 6(1d8) +6 = 12
hits for 12. He uses blood-crazed charge to go after Takahaan, provoking an AO from Castile. Castile melee basic vs AC (+2 AO), Cannibal 16 (+4 defenses from charging mobility)
13(1d20) +9 +2 = 24
hits and even minimal damage kills him. Castile gains 4 temps.

Klorak moves through the interior and then charges Castile. Klorak club vs AC (+1 charge), Castile; damage
13(1d20) +10 +1 = 24; 5(2d6) +5 = 10
hits for 10 damage and Castile is dazed. Kane interrupts and cancels this attack (see below).

I’m going to have Kane’s dimensional vortex go off here, as it makes more sense than channeling shield. Kane dimensional vortex vs Will, Klorak
20(1d20) +7 = 27
hits Klorak. Kane can teleport Klorak 5 squares and have him make a melee basic on something.

Shiv dragon double moves to O19.

Reanimated corpses double move, trying to climb fences. Athletics DC 15 for corpse 1; corpse 2; corpse 3; corpse 4
5(1d20) +7 = 12; 16(1d20) +7 = 23; 2(1d20) +7 = 9; 19(1d20) +7 = 26
two successes, two failures.

Off-turn stuff
Virtue of Cunning: Castile, Kane, and Takahaan were all missed by attacks. Takahaan could use the slide to get out of the swarm of flies before the start of his turn. (Pezock was also missed, but would not have used it when it came up, as he was in the center of the zone.)

Castile used her combat challenge interrupt to kill Cannibal 9.

Kane used his dimensional vortex on Klorak.
[/sblock]

[sblock=History 15 (active only, no action required)]You realize that the gibberish these cannibals are shouting at each other is, in fact, Allarian, although the accent is so thick that you can hardly make out a word. Their language has an archaic sound, and may be closer to Old Allarian than to the language as it is spoken today.[/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 areas are fully enclosed, 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 24/35, 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.
:bmelee: 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: none

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 (X16) HP 30+4/52; surges 13/13
Hú Lí (T19) HP 26/39; surges 7/8; in swarm of flies
Kane (V14) HP 37/44; surges 10/10
Noriaki (Y13) HP 33/45; surges 9/9
Takahaan (V17) HP 26/39; surges 8/8; in swarm of flies

Allies
Pezock (V18) HP 24/35; surges 7/7; in swarm of flies
Fey Beast
Imidoto (hidden in a tree somewhere) HP 1 (minion)

Conjurations, Zones
Flaming Sphere (L16; sustained by Kane)
Swarm of Flies (T17-V19; Malikadna) Any creature who starts its turn in the zone take 5 necrotic damage and does not have line of sight to squares more than 3 squares away from itself during its turn.

Bad Guys
Malikadna (T28) swarm of flies active
Klorak (N19)
Reanimated Corpse 1 (O25) 1 HP (minion)
Reanimated Corpse 2 (O17) 1 HP (minion)
Reanimated Corpse 3 (Q26) 1 HP (minion)
Reanimated Corpse 4 (T21) 1 HP (minion)
Cannibal 5 (C17, 4 up)
Cannibal 6 (C19, 4 up)
Cannibal 7 (P12) 4 damage taken
Cannibal 9 (Q15) dead
Cannibal 10 (U15) HP 1 (minion) blood-crazed charge used, marked by Kane
Cannibal 11 (Q9)
Cannibal 12 (X11) dead
Cannibal 13 (M18)
Cannibal 14 (F25)
Cannibal 15 (K17) dead
Cannibal 16 (Q16) dead
Shiv Dragon (D27)
[/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)
:bmelee: 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)
:bmelee: 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
:bmelee: 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
:bmelee: Club +10 vs. AC, 2d6+5 damage and the target is dazed (save ends) and marked until the end of Klorak’s next turn.
:bmelee: 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
:bmelee: Dagger +10 vs. AC, 2d4+2 damage and Malikdna slides the target 2 squares.[/sblock]
[/sblock]
 

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jbear

First Post
[sblock=Dimnsional Vortex] Klorak teleports to N19 and attacks Shiv Dragon :) What a difference in Kane's attacks when you roll! Crit! :D Edit: I knew I should have let you roll ... [/sblock]

The large cannibal reappears next to the approaching Shiv Dragon and despite his confused look brings down the heavy club towards its head. Kane smiles wondering how the wild beast will take to the thumping. He rolls his eyes as the club slams into the soft earth next to it instead.
 
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Mewness

First Post
OOC: Yeah, pity the crit was with a power that does no damage.

OK, I edited my previous post and fixed the map. I've also given some of the buildings interiors.
 

jbear

First Post
Unconcerned by the presence of the cannibal harrying him, Kane's vest flashes brightly giving him enough time to move the sphere of fire into the middle of the cluster formed by his enemies next to the red haired warrior. With the twist of his blade Kane attempts to make flames leap towards the warrior but the sphere merely sizzles and hisses like a cat. Kane looks down at his sword wondering if he has somehow broken it. Shaking his head he focuses his mind to ensure the sphere remains in tact and burning hotly.

[sblock=Actions] Move: Sphere moves to N18
Standard: Flaming Sphere vs Klorak
Minor: Sustain Sphere

Immediate interrupt: Kane is like to use Channelling Shield to protect Castile if she gets brutalised this round. If not Kane will use it to stop any attack that will bloody one of the team.[/sblock]

[sblock=Kane Arcane]
PC:Kane Arcane (jbear1979) - L4W Wiki
Human Hybrid Swordmage | Wizard 4
Passive Perception/Insight 14
AC:22, Fort:16, Reflex:17, Will:17, Speed:6
HP:37/44, Bloodied:22, Surge Value:11, Surges left:10/10
Initiative +2
Action Points: 0 (encounter): USED

Conditions

Powers
MBA: Dislocation Longsword +1, +7 vs AC, 1d8+2 damage
Cantrips,
Freezing Burst, Phantasmal Assault, Sword Burst

Grasping Shadows: USED
Aegis of Shielding:
Channelling Shield:
Dimensional Vortex: USED
Second Wind

Flaming Sphere: USED; Sustained TENT
Dislocation Longsword:


Combat notes: Theme: Feybeast Tamer: Kane is unaware of this. Not active until this changes.
[/sblock]
 
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Dekana

Explorer
"I'll keep these ones busy!" Castile calls back to Kane. She moves in toward the dragon's side and barrels into it with her large shield, driving it back several paces. Castile steps up to take the position it abandoned, and then she makes a wide swipe with her axe. In one movement, she aims for both the dragon and the newcomer, redheaded cannibal. She hits the dragon again and misses the man, though she certainly gets his attention.

"Oof... That ball really is hot," Castile says quietly to herself. "Kane doesn't fool around..."

[sblock=Castile actions / stats]Move: walk to P20.

Standard: Tide of Iron vs Shiv Dragon hits AC 21 for 21 damage and pushes it to O18, and it is marked TENT Castile. Castile shifts to O19. (1d20+9=21;1d12+7+2=21)

AP-Standard: Hack and Hew
  • vs Shiv Dragon hits AC 22 for 15 damage, and Castile gains 8 THP. (1d20+9=22;1d12+7+2=15)
  • vs Klorak misses AC 17, and he is marked TENT Castile. (1d20+9=17)
(I'll decline the use of Bravura Presence.)

Minor: Dwarven Resilience (second wind). Castile regains 13 hp up to 43/52, drops to 12/13 surges, and has +2 to defenses TSNT Castile.


PC:Castile (Dekana) - L4W Wiki- Female Dwarf Fighter 4
Passive Perception: 19, Passive Insight: 14
AC:21, Fort:20, Reflex:17, Will:16, +5 saves vs poison, Speed:5
HP:8 THP + 43/52, Bloodied:26, Surge Value:13, Surges left:12/13
Initiative +2
Action Points: 0 (encounter)

Conditions
+2 defenses TSNT Castile (not included above)

Powers
MBA: Waraxe, +9 vs AC, 1d12+7 damage and gain 4 THP (see Combat notes below)
RBA: Waraxe, +9 vs AC, 1d12+7 damage, 6/12
Combat Challenge, Pass Forward
Crushing Surge, Tide of Iron
Bold Victory, Dwarven Resilience, Guardian's Counter, Hack and Hew, Shield Edge Block
Comeback Strike, Dwarven Thrower Waraxe, Second Chance

Combat notes: +2 melee / close damage with THP, +2 to attack roll on OAs, OAs stop enemy movement; ignore 1 square forced movement
[/sblock][sblock=Immediate actions]1. Shield Edge Block when an adjacent enemy hits Castile with a close or melee attack and would have missed with a -4 penalty to the attack. Immediate Interrupt, +8 vs Fort, 2d6+4 damage and +4 THP. Effect: The target takes a -4 penalty to the triggering attack.

2. Combat Challenge when an adjacent enemy marked by Castile shifts or attacks an ally and doesn't include her in the attack. Immediate Interrupt, MBA vs AC. On a hit, the target is also pushed 1 if that would force it out of range for its triggering attack (no push otherwise).

3. Guardian's Counter when an ally within 2 squares of Castile is attacked and she isn't included. Immediate Interrupt, Castile and the ally switch places and she is the target instead. After the attack, she makes a basic attack vs the attacker.

4. Opportunity Attack as usual, 1/turn. MBA+2 vs AC. On a hit, the target stops moving (if a move provoked the OA).[/sblock]
 
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