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.
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)
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]