Mewness
First Post
The Fungus God: Round 3
Aerys continues to cough and splutter, backing away slowly. The zombie creatures strike savagely, with Castile, Kane, and Takahaan all taking heavy blows.
One of the bushy plants jabs Kane sharply with a thorn, hooking him. The other wraps a tendril around one of Jade’s legs and starts dragging the poor creature away.
The huge mass of jumbled growth continues to inch forward. More fat puffballs pop up out of the ground, but Hú Lí and Noriaki both avoid the poisonous bursts that accompany them.
[sblock=actions]Noriaki can take advantage of Stand the Fallen before his turn starts if he desires (he’s at 29/51 HP currently, due to lose 5 at the start of his turn unless he takes Hú Lí’s slide).
Aerys shifts to G8 and fails her save.
Blue zombie shifts away from Noriaki and charges Castile, ending in D11 and hitting for 15 damage.
Yellow zombie shifts to F7 and attacks Kane, hitting for 13 damage.
Green zombie shifts to G4 and attacks Takahaan, hitting for 10 damage.
Yellow blood shroom shifts to H6 to flank Kane and attacks him, hitting for 13 damage and Kane is grabbed.
Purple shroom shifts to J4 and attacks Jade, hitting for 11. Jade is grabbed and pulled to I5.
Big nasty inches forward and attacks Hú Lí and Noriaki, missing both. Two more spores appear, one in F11 and one in A12. Castile, Hú Lí, and Noriaki are in the auras.
Off-turn stuff
Virtue of Cunning: Only Noriaki is eligible.
Castile could drop the blue zombie with Shield Edge Block before her turn starts (although its attack roll was good enough that it will still hit).
[/sblock]
[sblock=If you hit a fungus zombie]Roots of the Colony: If another zombie is within 5 squares when you hit, then each one takes half damage from the attack. If there’s more than one within range, pick the least damaged one to share the damage.[/sblock]
[sblock=Controlling Aerys]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=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 (free 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 hit with an arcane at-will attacks 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=Combat Status]This is copied and pasted from Roll20. Note that the Roll20 version will be updated during the round and supercedes this one.
GOOD GUYS
Castile 41/58 HP; 11/13 surges; AP used, SW used
Hú Lí 38/44 HP; 6/8 surges;
Kane 19/49 HP; 8/10 surges; AP used, bloodied, grabbed by yellow blood shroom
Jade (the fey beast) 1/24 HP; grabbed by purple blood shroom
Noriaki 29/51 HP; 9/9 surges;
Takahaan 32/44 HP; 8/8 surges;
Aerys 21/51 HP; 13/13 surges; cannot regain HP (save ends), bloodied
BAD GUYS
Red Fungus Zombie dead
Blue Fungus Zombie 62 damage, marked by Castile, bloodied, pacification spores used
Yellow Fungus Zombie 50 damage, marked by Kane, bloodied, pacification spores used
Green Fungus Zombie 19 damage
Fungus "God" undamaged
Yellow Blood Shroom 10 damage
Purple Blood Shroom 19 damage
Creeping Spores E8, D12, A12, F11 minions. Aura 1: does 5 damage to enemies starting their turns in the aura.[/sblock]
Aerys continues to cough and splutter, backing away slowly. The zombie creatures strike savagely, with Castile, Kane, and Takahaan all taking heavy blows.
One of the bushy plants jabs Kane sharply with a thorn, hooking him. The other wraps a tendril around one of Jade’s legs and starts dragging the poor creature away.
The huge mass of jumbled growth continues to inch forward. More fat puffballs pop up out of the ground, but Hú Lí and Noriaki both avoid the poisonous bursts that accompany them.
[sblock=actions]Noriaki can take advantage of Stand the Fallen before his turn starts if he desires (he’s at 29/51 HP currently, due to lose 5 at the start of his turn unless he takes Hú Lí’s slide).
Aerys shifts to G8 and fails her save.
Blue zombie shifts away from Noriaki and charges Castile, ending in D11 and hitting for 15 damage.
Yellow zombie shifts to F7 and attacks Kane, hitting for 13 damage.
Green zombie shifts to G4 and attacks Takahaan, hitting for 10 damage.
Yellow blood shroom shifts to H6 to flank Kane and attacks him, hitting for 13 damage and Kane is grabbed.
Purple shroom shifts to J4 and attacks Jade, hitting for 11. Jade is grabbed and pulled to I5.
Big nasty inches forward and attacks Hú Lí and Noriaki, missing both. Two more spores appear, one in F11 and one in A12. Castile, Hú Lí, and Noriaki are in the auras.
Off-turn stuff
Virtue of Cunning: Only Noriaki is eligible.
Castile could drop the blue zombie with Shield Edge Block before her turn starts (although its attack roll was good enough that it will still hit).
[/sblock]
[sblock=If you hit a fungus zombie]Roots of the Colony: If another zombie is within 5 squares when you hit, then each one takes half damage from the attack. If there’s more than one within range, pick the least damaged one to share the damage.[/sblock]
[sblock=Controlling Aerys]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=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 (free 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)
White Lotus Riposte (no action; when an enemy Kane hit with an arcane at-will attacks 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)
[sblock=Combat Status]This is copied and pasted from Roll20. Note that the Roll20 version will be updated during the round and supercedes this one.
GOOD GUYS
Castile 41/58 HP; 11/13 surges; AP used, SW used
Hú Lí 38/44 HP; 6/8 surges;
Kane 19/49 HP; 8/10 surges; AP used, bloodied, grabbed by yellow blood shroom
Jade (the fey beast) 1/24 HP; grabbed by purple blood shroom
Noriaki 29/51 HP; 9/9 surges;
Takahaan 32/44 HP; 8/8 surges;
Aerys 21/51 HP; 13/13 surges; cannot regain HP (save ends), bloodied
BAD GUYS
Red Fungus Zombie dead
Blue Fungus Zombie 62 damage, marked by Castile, bloodied, pacification spores used
Yellow Fungus Zombie 50 damage, marked by Kane, bloodied, pacification spores used
Green Fungus Zombie 19 damage
Fungus "God" undamaged
Yellow Blood Shroom 10 damage
Purple Blood Shroom 19 damage
Creeping Spores E8, D12, A12, F11 minions. Aura 1: does 5 damage to enemies starting their turns in the aura.[/sblock]