Two cannibals come out of the nearest building to investigate the strange music, and are enveloped by shadowy arms emerging from the ground. The cannibals immediately shout an alarm, but seem more surprised than hurt by Kane’s magic.
THRUNEFANG CAMP, ROUND 1
The cannibals on the guard platform start shouting and move to the south edge of the platform. Both fling javelins at the party, but these missiles fall well short.
Another cannibal comes out of the same door that the first two emerged from. He is caught by the shadowy tendrils and cries out in pain.
Two more cannibals come from around the corner. One flings a javelin at Kane, but the throw goes wide. The other’s javelin strikes Castile jarringly, but she remains firm. Shouting maniacally, the cannibal charges her, swinging his axe so wildly that it comes nowhere near.
The two that are already outside the building move to the fence. One gets stuck while trying to climb over and gives up, throwing a javelin at Kane in frustration. It misses. The other neatly vaults over. He too flings a spear at Kane, getting a glancing blow. Yelling in fury, he charges at Kane, but his swing is no better than his compatriot’s.
The door to the large northern building opens. One man dashes out, heading northeast along the path toward the chained lizard. Two more follow, both flinging spears at Castile, but both sail harmlessly over her head.
[sblock=actions and rolls]Cannibal 7 doubles moves and gets caught in the grasping shadows zone. He takes 4 psychic and is slowed.
Cannibal 9 moves and throws.
Cannibal 9 javelin vs AC, Kane; damage
11(1d20) +8 = 19; 2(1d8) +6 = 8 misses.
Cannibal 10 moves and throws.
Cannibal 10 javelin vs AC, Castile; damage
18(1d20) +8 = 26; 8(1d8) +6 = 14 Castile is hit for 14 and pushed 1 square, which she ignores. Cannibal 10 uses his free blood-crazed charge.
Cannibal 10 melee basic (+1 charge) vs AC, Castile; damage
9(1d20) +8 +1 = 18; 8(1d8) +6 = 14 misses Castile. He shifts to V16.
Cannibal 11 moves out of the zone and tries to climb the fence.
Cannibal 11 Athletics DC 15
1(1d20) +9 = 10 fails. He flings a javelin at Kane.
Cannibal 11 javelin vs AC, Kane; damage
11(1d20) +8 = 19; 4(1d8) +6 = 10 misses.
Cannibal 12 moves out of the zone and tries to climb the fence.
Cannibal 12 Athletics DC 15
19(1d20) +9 = 28 success! He also throws at Kane.
Cannibal 12 javelin vs AC, Kane; damage
17(1d20) +8 = 25; 1(1d8) +6 = 7 hits for 7 and Kane is pushed 1 square to Y13. Cannibal 12 uses blood-crazed charge.
Cannibal 12 basic melee vs AC (+1 charge), Kane; damage
1(1d20) +8 +1 = 10; 3(1d8) +6 = 9 miss. He shifts to X11.
Cannibal 13 moves to the door and opens it.
Cannibal 14 double moves to E25.
Cannibal 15 moves and attacks.
Cannibal 15 javelin vs AC, Castile; damage
3(1d20) +8 = 11; 3(1d8) +6 = 9 misses.
Cannibal 16 moves and attacks.
Cannibal 16 javelin vs AC, Castile; damage
6(1d20) +8 = 14; 6(1d8) +6 = 12 misses.
Off-turn stuff
Castile and Kane were missed by attacks. One of them can use Hú Lí virtue of cunning to slide 1.
Castile was missed by Cannibal 10 and can use her shield edge block if she wishes, though I suspect she won't want to.
Kane could also get an interrupt off, although there haven’t been any especially damaging attacks yet.[/sblock]
GM: | Special Rule: 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.
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=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)
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)
Dimensional Vortex (interrupt; an enemy within 10 hits an ally with a melee attack)
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 35/35, 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
38/52; surges
13/13
Hú Lí (Z18) HP
39/39; surges
7/8
Kane (Y13) HP
37/44; surges
10/10
Noriaki (Y18) HP
45/45; surges
9/9
Takahaan (Y17) HP
39/39; surges
8/8
Allies
Pezock (Y15) HP
35/35; surges
7/7
Fey Beast
Imidoto (X19, 1 up) HP 1 (minion)
Conjurations, Zones
Grasping shadows (P8-R10; EoNT Kane)
Bad Guys
Cannibal 5 (C17, 4 up)
Cannibal 6 (C19, 4 up)
Cannibal 7 (P10)
4 damage taken; slowed
Cannibal 9 (Q15)
Cannibal 10 (V16) blood-crazed charge used
Cannibal 11 (Q9)
Cannibal 12 (X11) blood-crazed charge used
Cannibal 13 (H16)
Cannibal 14 (F25)
Cannibal 15 (K17)
Cannibal 16 (K15)
Shiv Dragon (D27) restrained (by a chain)
[/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=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]