GM: | Dartmoor can’t move to L13 (too much difficult terrain in the way). I couldn’t figure out any other way to do what he was trying to do, so decided to move him to M13, have the zone go from J11 to L13, and pretend that his action took place before Castile’s, so that she wasn’t in the zone at the time.
In case twilsemail isn’t able to post for a while, you can all assume that Dartmoor informs everyone that the blighted caller gets very nasty when enemies are within 15 feet of it (3 squares), that it has insidious psychic abilities, and that damaging it for the first time will strengthen its allies.
[MENTION=57009]Dekana[/MENTION] - if Castile allows herself to be pulled by bloodthorn 1, she is in K11.
[MENTION=1642]BenBrown[/MENTION] - Virtue of Cunning: Dartmoor, Castile, Kane were all missed by attacks. Sliding Castile down or right one would automatically break the grab. Not sure whether anyone else would get good use out of the slide.
Edit: actually getting Kane out of melee might be handy as well. | |
Two more walking plants move through the undergrowth towards the group, barely visible in the foliage. One tries to jab at the Irregulars with its sharp limbs, but is unsuccessful. The other pauses near a large tree and vanishes from view.
One of the large plants stabs at Castile with a thorny appendage, which gets stuck in her armor. It attempts to drag her away, but has great difficulty moving her. Castile slashes at it as it backs away, but her axe glances off the wood.
An unsettling sensation builds up in everyone’s minds. In Noriaki’s case, it becomes a splitting headache. The twig blight pauses as if listening, then attacks the Irregulars again, this time more effectively.
The zombie-like plant with the sword produces an explosion of rot and spores that strikes everyone nearby, creating painful, hideous wounds. (The sword, incidentally, is much too large to be Kovack’s.) The other zombie moves up to Kane, who has no trouble dodging its clumsy swing.
[sblock=actions and rolls]
Twig blight 1 moves to L14. Standard:
twig 1 blighted claw vs AC, Dartmoor; damage (-3 DR)
8(1d20) +6 = 14; 2(2d6) +6 -3 = 5 miss.
Twig blight 2 moves to N18 and goes invisible.
Blighted caller uses Twisted Nature as a minor action to grant an attack to Twig Blight 1.
twig 1 basic melee vs AC (+2 twisted nature), Dartmoor; damage (-3 DR)
18(1d20) +6 +2 = 26; 8(1d8) +4 -3 = 9 hits for 9 (after DR).
Standard:
caller psychic lance vs Will, Castile; Noriaki; damage
2(1d20) +6 = 8; 11(1d20) +6 = 17; 4(1d6) +4 = 8 misses Castile, hits Noriaki. Noriaki takes 8 psychic and is
dazed until the end of his next turn (Noriaki’s turn, not the Caller’s).
Bloodthorn 1 attacks Castile.
bloodthorn 1 impaling thorn vs fort, Castile; damage
18(1d20) +9 = 27; 3(1d8) +4 = 7 hits for 7 and Castile is
grabbed by bloodthorn 1.
Minor: pulling thorns. Bloodthorn 1 shifts to J9-K10, attempting to pull Castile along, but it can’t because she’s a dwarf (bummer). It can maintain its grab from where it is, though. Castile interrupts with combat challenge.
Castile basic melee vs AC, bloodthorn 1 (+2 CA); damage (+2 temps, +2 tonic)
7(1d20) +8 +2 = 17; 1(1d12) +7 +2 +2 = 12 misses narrowly.
Minor: pulling thorns, Bloodthorn 1 shifts to I9-J10, still tugging pointlessly at Castile.
Bloodthorn 2 moves to L15-M16 and attacks Kane.
bloodthorn 2 impaling thorn vs Fort, Kane; damage
3(1d20) +9 = 12; 5(1d8) +4 = 9 misses.
Zombie 1 shifts to L11. Standard:
zombie 1 rotting burst vs Fort, Noriaki (+2 CA); Castile; Dartmoor; Takahaan; Kane; damage
9(1d20) +7 +2 = 18; 13(1d20) +7 = 20; 13(1d20) +7 = 20; 12(1d20) +7 = 19; 6(1d20) +7 = 13; 13(2d8) +5 = 18 Noriaki, Castile, Dartmoor, and Takahaan are hit for 18 necrotic, plus
5 ongoing necrotic (save ends).
Zombie 2 moves to O14. Standard:
zombie 2 fungal slam vs AC, Kane; damage
7(1d20) +9 = 16; 5(2d6) +5 = 10 misses.[/sblock]
Nasty Biting Plants: Round 2
[sblock=Dartmoor--Blighted Caller]The caller is a corrupted fey creature of some sort. (The presence of such a creature is further evidence that there’s something seriously wrong on this island.) Although it is a plant now, it probably used to be something else (hard to say what). It probably created those zombies.
It’s a level 2 elite controller-leader and is immobile. It has threatening reach 3, and can grab creatures with its roots and drag them toward it (its basic attack grabs, and it can use a minor action to pull). It can grant basic attacks to twig blights (minor action). It can daze one or two creatures at a time in a very large burst, and exert limited control over creatures in a much smaller burst (same area as its threatening reach). When it is damaged the first time, it will let out a psychic scream that boosts all of its allies (temporary hit points + a one-turn attack bonus). It gets nastier when bloodied, and is vulnerable to fire.[/sblock]
[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 24/24, Bloodied 12, Surge value 6; Surges 7/7
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.
[o] 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.
[o] 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.
[o] Second Wind
Conditions: none[/sblock]
[sblock=status]
PCs
Castile (L12) HP 22/39; surges 13/13, ongoing 5 necrotic, grabbed by bloodthorn 1
Dartmoor (M13) HP 6/33; surges 10/10, beast form, bloodied, ongoing 5 necrotic
Hú Lí (Q13) HP 29/29; surges 8/8
Kane (O13) HP 28/28; surges 10/10
Noriaki (L9) HP 7/33; surges 9/9, dazed, bloodied, ongoing 5 necrotic
Takahaan (O12) HP 11/29; surges 8/8, bloodied, ongoing 5 necrotic
Ishirou (P12) HP 24/24; surges 7/7
Bad Guys
Twig Blight 1 (L14) blighted claw used
Twig Blight 2 (N18) invisibility used, invisible
Blighted Caller (H17-I18) threatening reach 3
Fungal Bloodthorn 1 (I9-J10) 12 damage, marked by Castile
Fungal Bloodthorn 2 (L15-M16)
Blighted Zombie 1 (L11) 14 damage, marked by Castile, rotting burst used
Blighted Zombie 2 (O14) 14 damage
[/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 poison 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]