Pezock stands warily, his whole attention fixed on the red-haired man’s movements.
THRUNEFANG CAMP: ROUND 6
Despite the severity of their wounds and the numbers they have already lost, the cannibals continue to fight, apparently expecting no quarter. The two inside the building come to the doorway and throw spears, but both miss. Their leader then utters a terrible howl, inducing them both to charge into the fray. One swings wide of Takahaan. The other delivers a glancing blow to Castile and continues past her to swing at Noriaki, without success.
The berserker swings both his weapons at Noriaki, with Castile still too disoriented to do anything about it. He cuts into Noriaki’s leg with his cleaver, but Noriaki dodges the club. The man begins shouting again, but this time his speech has a sonorous, almost devotional quality, as though he might be praying, or trying to invoke some hidden power. The other cannibals join in with this chant--not in unison, but they seem to be saying essentially the same things.
The animated corpse continues to swing its axe at Noriaki, but makes no more impression than a soft breeze.
[sblock=actions and rolls]Pezock goes total defense.
Cannibal 5 moves to I17 and throws at Kane.
Cannibal 5 javelin vs AC, Kane; damage
2(1d20) +8 = 10; 8(1d8) +6 = 14 miss.
Cannibal 6 moves to G16 and throws at Castile.
Cannibal 6 javelin vs AC (+2 CA), Castile; damage
1(1d20) +8 +2 = 11; 1(1d8) +6 = 7
Klorak takes 11 fire damage.
Klorak club vs AC, Noriaki; damage
6(1d20) +10 = 16; 8(2d6) +5 = 13 misses.
Klorak cleaver vs AC, Noriaki; damage
18(1d20) +10 = 28; 5(2d6) +5 = 10 hits for 10 and 5 ongoing damage (save ends). Forgot mark penalty, but still hits.
Minor: Klorak howls for blood, now that he’s bloodied. Cannibal 5 charges Takahaan and Cannibal 6 charges Castile.
Cannibal 5 axe vs AC (+1 charge), Taka; damage
1(1d20) +8 +1 = 10; 1(1d8) +6 = 7 misses.
Cannibal 6 axe vs AC (+2 CA, +1 charge), Castile; damage
14(1d20) +8 +2 +1 = 25; 1(1d8) +6 = 7 hits for 7 and Cannibal 6 uses blood-crazed charge to charge Noriaki.
Cannibal 6 axe vs AC (+1 charge), Noriaki; damage
11(1d20) +8 +1 = 20; 3(1d8) +6 = 9 misses.
Move: Klorak shifts to L21.
Corpse 3 flails mindlessly at Noriaki.
Corpse 3 axe vs AC, Noriaki
4(1d20) +8 = 12 misses.
Forgot Cannibal 11. He attacks Kane.
1(1d20) +8 = 9 miss.
Off-turn stuff
Noriaki can use Shrug it Off for his ongoing damage.
Virtue of Cunning: Everyone was missed except Hú Lí. A pretty poor showing for the bad guys.
[/sblock]
[sblock=Perception 15 (active only)]You catch the names “Nylithati” and “Thrune” and perhaps the word “mother” embedded in Klorak’s chant.[/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
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 (M21) HP
27/52; surges
9/13; AP used; second wind used, ongoing 5 damage (save ends), dazed (save ends)
Hú Lí (Q14) HP
11/39; surges
6/8; AP used; bloodied; second wind used
Kane (W14) HP
9/44; surges
10/10; AP used; bloodied
Noriaki (N21) HP
12/45; surges
9/9; AP used; swift panther rage; bloodied; ongoing 5 damage (save ends); marked by Klorak EONT
Takahaan (M19) HP
31/39; surges
8/8
Allies
Pezock (N20) HP
15/35; surges
6/7; 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)
Fey Beast (U14; Kane): allies gain a +2 bonus to damage rolls against enemies adjacent to the fey beast.
Bad Guys
Malikadna (N24) dead
Klorak (L21)
135 damage taken; bloodied, stirring shout piñata, AP used, howl for blood used, marked by Castile
Reanimated Corpse 1 (N20) dead
Reanimated Corpse 2 (O17) dead
Reanimated Corpse 3 (O20) 1 HP (minion)
Reanimated Corpse 4 (T21) dead
Cannibal 5 (N17)
Cannibal 6 (N20)
Cannibal 7 (U14) dead
Cannibal 8 (U14) dead
Cannibal 9 (Q15) dead
Cannibal 10 (U15) dead
Cannibal 11 (V13) 1 HP (minion)
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]