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[Adventure] Serpent's Skull: Souls for Smuggler's Shiv (DM: Mewness; Judge: THB)
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<blockquote data-quote="Mewness" data-source="post: 5647610" data-attributes="member: 14889"><p>Kane, his head in searing pain, struggles to maintain his concentration on the flaming sphere, while Ishirou takes a deep breath and tries to recover his focus, determined to be of some assistance to his young liege.</p><p></p><p>One of the twig blights tries to stab Kane, but misses. The other partially fades from view and moves to engage Kane as well.</p><p></p><p>The caller writhes in agony as it continues to be burned by the ball of fire despite its attack on Kane’s mind. But it sees another possibility for ending its torment--if it can pull Dartmoor close to the fire as well, his ally will have to remove it! Unfortunately for the caller, its twisted, flailing roots fail to find purchase on Dartmoor. It attempts an all-out assault on the swordmage, attacking both his mind and that of Castile, and directing the twig blights to attack also. Even so, Kane remains standing, though he and Castile are dazed from the mental assault.</p><p></p><p>One of the large, thorny plants attacks Takahaan but fails to find purchase on the tough dragonborn warrior. The other is burned once again by the ball of fire. Moving away from it, it takes revenge on Hú Lí, hooking her by one arm and dragging her closer.</p><p></p><p>The remaining zombie-plant strikes at Benjamin, but again the enormous toad merely blinks placidly in response, while cleaning a speck of dirt from his monocle with his tongue. </p><p></p><p>[sblock=actions and rolls]Kane sustains the sphere.</p><p></p><p>Ishirou uses his second wind.</p><p></p><p>Twig blight 1 attacks Kane. <a href="http://dice.brainclouds.net/Result.aspx?ID=CYKJQPME" target="_blank">twig 1 blighted claw vs AC, Kane; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=CYKJQPME" target="_blank">11(1d20) +6 = 17; 7(2d6) +6 = 13</a> is a miss.</p><p></p><p>Twig blight 2 turns invisible and moves to P9, flanking Kane.</p><p></p><p>The caller takes <a href="http://dice.brainclouds.net/Result.aspx?ID=6KMRJRYL" target="_blank">flaming sphere damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=6KMRJRYL" target="_blank">4(1d4) +4 = 8</a>, +10 for its vulnerability = 18 damage. It attacks Dartmoor. <a href="http://dice.brainclouds.net/Result.aspx?ID=A7DBLPJ6" target="_blank">caller grasping roots vs Reflex, Dartmoor (+2 defense from second wind); damage (-3 beastform)</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=A7DBLPJ6" target="_blank">9(1d20) +6 = 15; 5(1d8) +5 -3 = 7</a> is a miss because of the bonus from second wind. Hú Lí uses virtue of cunning to slide Dartmoor to M13 (got a communication from Ben about this).</p><p></p><p>Caller AP: <a href="http://dice.brainclouds.net/Result.aspx?ID=7WL27GVC" target="_blank">caller psychic lance vs Will, Castile; Kane; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=7WL27GVC" target="_blank">12(1d20) +6 = 18; 10(1d20) +6 = 16; 2(1d6) +4 = 6</a> is a hit on both. Castile and Kane each take 6 psychic and are <strong>dazed</strong> until the end of their turn. Kane is <strong>bloodied</strong>.</p><p></p><p>Caller minor: grants a basic attack to twig blight 1. <a href="http://dice.brainclouds.net/Result.aspx?ID=NW2WMARG" target="_blank">twig 1 basic attack vs AC (+2 CA, +2 twisted nature), Kane; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=NW2WMARG" target="_blank">6(1d20) +6 +2 +2 = 16; 1(1d8) +4 = 5</a> misses yet again.</p><p></p><p>Bloodthorn 1 attacks Taka. <a href="http://dice.brainclouds.net/Result.aspx?ID=JX3W4XYP" target="_blank">bloodthorn 1 impaling thorn vs Fort, Takahaan; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=JX3W4XYP" target="_blank">7(1d20) +9 = 16; 2(1d8) +5 = 7</a> is a miss against Taka’s high fortitude.</p><p></p><p>Bloodthorn 2 takes 8 from the flaming sphere and is <strong>bloodied</strong>. It moves away from the sphere. <a href="http://dice.brainclouds.net/Result.aspx?ID=UCNQJ39U" target="_blank">bloodthorn 2 impaling thorn vs Fort, Hú Lí; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=UCNQJ39U" target="_blank">15(1d20) +9 = 24; 2(1d8) +4 = 6</a> is a hit on Hú Lí for 6 and she is <strong>grabbed</strong> and <strong>bloodied</strong>. As a minor, it pulls her to M14.</p><p></p><p>Zombie 1 takes no actions because it is dead. Zombie 2 attacks Benjamin. <a href="http://dice.brainclouds.net/Result.aspx?ID=VXWNPFUJ" target="_blank">zombie 1 fungal slam vs AC, giant toad; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=VXWNPFUJ" target="_blank">5(1d20) +9 = 14; 5(2d6) +5 = 10</a> is a miss.</p><p>[/sblock]</p><p></p><p>[sblock=Dartmoor: Bloodthorns]Stat-wise, you’ve seen almost everything they do--they grab something with a reach of 2 and can shift 1 and drag it along as a minor. As a standard, they can maintain a grab, do some more damage, and heal a bit. They are level 2 soldiers.</p><p></p><p>These creatures are unrelated to the caller. Like some other things you have seen on this island, they are unusually large and aggressive, but they are naturally occurring creatures, though the caller seems to control them, using them to drag creatures into it reach.[/sblock]</p><p></p><p><strong><span style="font-size: 12px">Nasty Biting Plants: Round 4</span></strong></p><p></p><p>[sblock=Terrain Rules, etc.]<strong>Perception Checks</strong></p><p>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.</p><p></p><p><strong>Terrain Rules</strong></p><p>The dark green terrain is <strong>heavy undergrowth</strong>. It is <strong>difficult terrain</strong>. A small creature, or one who is prone, gains <em>concealment</em> 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 <strong>total concealment</strong>.</p><p></p><p>The light brown areas are relatively clear and count as <strong>normal terrain</strong>.</p><p></p><p>The dark brown circles are trees; they are blocking terrain.[/sblock]</p><p></p><p>[sblock=Controlling Ishirou]<strong>Companion NPCs in Combat</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>If all of the PCs act in a given round without giving any actions to a particular NPC, I will have that NPC take <strong>one</strong> 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]</p><p></p><p>[sblock=Ishirou’s powers and stats]<span style="color: darkolivegreen"><strong>Ishirou</strong></span></p><p>HP 17/24, Bloodied 12, Surge value 6; Surges 6/7</p><p>AC 16, Fort 14, Reflex 16, Will 12</p><p><strong>Skills:</strong> Acrobatics +9, Athletics +8, Perception +6</p><p><strong>Striker:</strong> 1/round, Ishirou can deal 1d6 extra damage when he hits an enemy he has CA against.</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> katana +8 vs. AC, 1d10+3 damage</p><p><span style="color: green"><strong>Steel Wind (Attack)</strong></span> (standard; full discipline, implement, psionic; close blast 2, each enemy Ishirou can see in blast)</p><p>Attack: +5 vs. Reflex</p><p>Hit: 1d8+4 damage.</p><p><span style="color: green"><strong>Steel Wind (Movement)</strong></span> (move; full discipline, psionic; personal)</p><p>Effect: Ishirou is no longer marked. He moves his speed (6)+2.</p><p><span style="color: red">[o] <strong>Eagle Claw Strike (Attack)</strong></span> (standard; full discipline, implement, psionic; melee touch, one creature or unattended object)</p><p>Attack: +5 vs. Fortitude</p><p>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.</p><p><span style="color: red">[o] <strong>Eagle Claw Strike (Movement)</strong></span> (move; full discipline, psionic; personal)</p><p>Effect: Ishirou flies his speed (6). If he doesn’t land at the end of this movement, he falls.</p><p><span style="color: red">[o] <strong>Heroic Effort</strong></span> (no action; personal)</p><p>Trigger: Ishirou misses with an attack or fails a save</p><p>Effect: Ishirou gains a +4 racial bonus to the attack roll or saving throw.</p><p><span style="color: red">[x] <strong>Second Wind</strong></span></p><p></p><p><strong>Conditions:</strong> none[/sblock]</p><p></p><p>[sblock=status]<strong>PCs</strong></p><p>Castile (L11) HP <span style="color: red">27</span>/39; surges <span style="color: red">12</span>/13, AP used, ongoing 5 necrotic (save ends), dazed (end of turn)</p><p>Dartmoor (M13) HP <span style="color: red">13</span>/33; surges <span style="color: red">8</span>/10, beast form, bloodied</p><p>Hú Lí (M14) HP <span style="color: red">11</span>/29; surges <span style="color: red">8</span>/8, AP used, grabbed by bloodthorn 2, bloodied</p><p>Kane (P10) HP <span style="color: red">12</span>/28; surges <span style="color: red">10</span>/10, AP used, flaming sphere (J16), bloodied, dazed (end of turn)</p><p>Noriaki (K11) HP <span style="color: red">21+4</span>/33; surges <span style="color: red">7</span>/9, AP used, swift panther rage</p><p>Takahaan (J10) HP <span style="color: red">14</span>/29; surges <span style="color: red">7</span>/8, bloodied</p><p>Ishirou (L12) HP <span style="color: red">17</span>/24; surges <span style="color: red">6</span>/7</p><p>Giant Toad (R17) HP <span style="color: red">16</span>/16</p><p></p><p><strong>Bad Guys</strong></p><p>Twig Blight 1 (P11) <span style="color: red">21</span> damage, <span style="color: green">+10</span> temp HP, blighted claw used, bloodied</p><p>Twig Blight 2 (P9) <span style="color: green">+10</span> temp HP, invisibility used, invisible</p><p>Blighted Caller (H17-I18) threatening reach 3, <span style="color: red">36</span> damage, AP used</p><p>Fungal Bloodthorn 1 (I11-J12) <span style="color: red">18</span> damage, next person to attack it with CA gets +2 to attack roll</p><p>Fungal Bloodthorn 2 (L15-M16) <span style="color: red">28</span> damage, bloodied</p><p>Blighted Zombie 1 (K12) dead</p><p>Blighted Zombie 2 (Q16) <span style="color: red">27</span> damage, <span style="color: green">+1</span> temp HP</p><p>[/sblock]</p><p></p><p>[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs.</p><p></p><p>[sblock=Blighted Caller]Blighted Caller</p><p>AC 16, Fort 15, Ref 14, Will 16; HP 76, bloodied 38</p><p>Immune to blinded, gaze, sleep; Vulnerable 10 fire</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> 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.</p><p>Note: the caller has threatening reach 3.[/sblock]</p><p>[sblock=Fungal Bloodthorn]Fungal Bloodthorn</p><p>AC 18, Fort 15, Ref 12, Will 14; HP 41, bloodied 20</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> striking vine +9 vs. AC, 1d8+5 damage[/sblock]</p><p>[sblock=Blighted Zombie]Blighted Zombie</p><p>AC 16, Fort 17, Ref 15, Will 15; HP 68, bloodied 34</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Fungal Slam +9 vs. AC, 2d6+5 damage and ongoing 5 necrotic damage (save ends)</p><p>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]</p><p>[sblock=Twig Blight]Twig Blight</p><p>AC 15, Fort 11, Ref 15, Will 13; HP 22, bloodied 11</p><p>Resist 5 poison; Vulnerable 5 fire</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Bite +6 vs. AC, 1d8+4 poison damage</p><p>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]</p></blockquote><p></p>
[QUOTE="Mewness, post: 5647610, member: 14889"] Kane, his head in searing pain, struggles to maintain his concentration on the flaming sphere, while Ishirou takes a deep breath and tries to recover his focus, determined to be of some assistance to his young liege. One of the twig blights tries to stab Kane, but misses. The other partially fades from view and moves to engage Kane as well. The caller writhes in agony as it continues to be burned by the ball of fire despite its attack on Kane’s mind. But it sees another possibility for ending its torment--if it can pull Dartmoor close to the fire as well, his ally will have to remove it! Unfortunately for the caller, its twisted, flailing roots fail to find purchase on Dartmoor. It attempts an all-out assault on the swordmage, attacking both his mind and that of Castile, and directing the twig blights to attack also. Even so, Kane remains standing, though he and Castile are dazed from the mental assault. One of the large, thorny plants attacks Takahaan but fails to find purchase on the tough dragonborn warrior. The other is burned once again by the ball of fire. Moving away from it, it takes revenge on Hú Lí, hooking her by one arm and dragging her closer. The remaining zombie-plant strikes at Benjamin, but again the enormous toad merely blinks placidly in response, while cleaning a speck of dirt from his monocle with his tongue. [sblock=actions and rolls]Kane sustains the sphere. Ishirou uses his second wind. Twig blight 1 attacks Kane. [URL=http://dice.brainclouds.net/Result.aspx?ID=CYKJQPME]twig 1 blighted claw vs AC, Kane; damage 11(1d20) +6 = 17; 7(2d6) +6 = 13[/URL] is a miss. Twig blight 2 turns invisible and moves to P9, flanking Kane. The caller takes [URL=http://dice.brainclouds.net/Result.aspx?ID=6KMRJRYL]flaming sphere damage 4(1d4) +4 = 8[/URL], +10 for its vulnerability = 18 damage. It attacks Dartmoor. [URL=http://dice.brainclouds.net/Result.aspx?ID=A7DBLPJ6]caller grasping roots vs Reflex, Dartmoor (+2 defense from second wind); damage (-3 beastform) 9(1d20) +6 = 15; 5(1d8) +5 -3 = 7[/URL] is a miss because of the bonus from second wind. Hú Lí uses virtue of cunning to slide Dartmoor to M13 (got a communication from Ben about this). Caller AP: [URL=http://dice.brainclouds.net/Result.aspx?ID=7WL27GVC]caller psychic lance vs Will, Castile; Kane; damage 12(1d20) +6 = 18; 10(1d20) +6 = 16; 2(1d6) +4 = 6[/URL] is a hit on both. Castile and Kane each take 6 psychic and are [b]dazed[/b] until the end of their turn. Kane is [b]bloodied[/b]. Caller minor: grants a basic attack to twig blight 1. [URL=http://dice.brainclouds.net/Result.aspx?ID=NW2WMARG]twig 1 basic attack vs AC (+2 CA, +2 twisted nature), Kane; damage 6(1d20) +6 +2 +2 = 16; 1(1d8) +4 = 5[/URL] misses yet again. Bloodthorn 1 attacks Taka. [URL=http://dice.brainclouds.net/Result.aspx?ID=JX3W4XYP]bloodthorn 1 impaling thorn vs Fort, Takahaan; damage 7(1d20) +9 = 16; 2(1d8) +5 = 7[/URL] is a miss against Taka’s high fortitude. Bloodthorn 2 takes 8 from the flaming sphere and is [b]bloodied[/b]. It moves away from the sphere. [URL=http://dice.brainclouds.net/Result.aspx?ID=UCNQJ39U]bloodthorn 2 impaling thorn vs Fort, Hú Lí; damage 15(1d20) +9 = 24; 2(1d8) +4 = 6[/URL] is a hit on Hú Lí for 6 and she is [b]grabbed[/b] and [b]bloodied[/b]. As a minor, it pulls her to M14. Zombie 1 takes no actions because it is dead. Zombie 2 attacks Benjamin. [URL=http://dice.brainclouds.net/Result.aspx?ID=VXWNPFUJ]zombie 1 fungal slam vs AC, giant toad; damage 5(1d20) +9 = 14; 5(2d6) +5 = 10[/URL] is a miss. [/sblock] [sblock=Dartmoor: Bloodthorns]Stat-wise, you’ve seen almost everything they do--they grab something with a reach of 2 and can shift 1 and drag it along as a minor. As a standard, they can maintain a grab, do some more damage, and heal a bit. They are level 2 soldiers. These creatures are unrelated to the caller. Like some other things you have seen on this island, they are unusually large and aggressive, but they are naturally occurring creatures, though the caller seems to control them, using them to drag creatures into it reach.[/sblock] [B][SIZE="3"]Nasty Biting Plants: Round 4[/SIZE][/B] [sblock=Terrain Rules, etc.][b]Perception Checks[/b] 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. [b]Terrain Rules[/b] The dark green terrain is [b]heavy undergrowth[/b]. It is [b]difficult terrain[/b]. A small creature, or one who is prone, gains [i]concealment[/i] 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 [b]total concealment[/b]. The light brown areas are relatively clear and count as [b]normal terrain[/b]. The dark brown circles are trees; they are blocking terrain.[/sblock] [sblock=Controlling Ishirou][b]Companion NPCs in Combat[/b] 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 [b]one[/b] 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][color=darkolivegreen][b]Ishirou[/b][/color] HP 17/24, Bloodied 12, Surge value 6; Surges 6/7 AC 16, Fort 14, Reflex 16, Will 12 [b]Skills:[/b] Acrobatics +9, Athletics +8, Perception +6 [b]Striker:[/b] 1/round, Ishirou can deal 1d6 extra damage when he hits an enemy he has CA against. :bmelee: katana +8 vs. AC, 1d10+3 damage [color=green][b]Steel Wind (Attack)[/b][/color] (standard; full discipline, implement, psionic; close blast 2, each enemy Ishirou can see in blast) Attack: +5 vs. Reflex Hit: 1d8+4 damage. [color=green][b]Steel Wind (Movement)[/b][/color] (move; full discipline, psionic; personal) Effect: Ishirou is no longer marked. He moves his speed (6)+2. [color=red][o] [b]Eagle Claw Strike (Attack)[/b][/color] (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. [color=red][o] [b]Eagle Claw Strike (Movement)[/b][/color] (move; full discipline, psionic; personal) Effect: Ishirou flies his speed (6). If he doesn’t land at the end of this movement, he falls. [color=red][o] [b]Heroic Effort[/b][/color] (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. [color=red][x] [b]Second Wind[/b][/color] [b]Conditions:[/b] none[/sblock] [sblock=status][b]PCs[/b] Castile (L11) HP [color=red]27[/color]/39; surges [color=red]12[/color]/13, AP used, ongoing 5 necrotic (save ends), dazed (end of turn) Dartmoor (M13) HP [color=red]13[/color]/33; surges [color=red]8[/color]/10, beast form, bloodied Hú Lí (M14) HP [color=red]11[/color]/29; surges [color=red]8[/color]/8, AP used, grabbed by bloodthorn 2, bloodied Kane (P10) HP [color=red]12[/color]/28; surges [color=red]10[/color]/10, AP used, flaming sphere (J16), bloodied, dazed (end of turn) Noriaki (K11) HP [color=red]21+4[/color]/33; surges [color=red]7[/color]/9, AP used, swift panther rage Takahaan (J10) HP [color=red]14[/color]/29; surges [color=red]7[/color]/8, bloodied Ishirou (L12) HP [color=red]17[/color]/24; surges [color=red]6[/color]/7 Giant Toad (R17) HP [color=red]16[/color]/16 [b]Bad Guys[/b] Twig Blight 1 (P11) [color=red]21[/color] damage, [color=green]+10[/color] temp HP, blighted claw used, bloodied Twig Blight 2 (P9) [color=green]+10[/color] temp HP, invisibility used, invisible Blighted Caller (H17-I18) threatening reach 3, [color=red]36[/color] damage, AP used Fungal Bloodthorn 1 (I11-J12) [color=red]18[/color] damage, next person to attack it with CA gets +2 to attack roll Fungal Bloodthorn 2 (L15-M16) [color=red]28[/color] damage, bloodied Blighted Zombie 1 (K12) dead Blighted Zombie 2 (Q16) [color=red]27[/color] damage, [color=green]+1[/color] temp HP [/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 :bmelee: 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 :bmelee: 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 :bmelee: 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 :bmelee: 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] [/QUOTE]
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[Adventure] Serpent's Skull: Souls for Smuggler's Shiv (DM: Mewness; Judge: THB)
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