Posting for
@Grendel_Khan
LEIF breaks into a run, his ears twitching toward the boy’s cries, charging on all fours as he nears the Dark Feygrove tree. He bounds from branch to branch, higher up the dead thing until he smells fear—Elijah’s sour sweat. Lief closes his eyes and lunges where the boy should be.
Elijah is crying in Lief’s arms, and branches scratch at the boy’s face as they whirl down from tree to tree, and the breath is knocked from him and his knee bangs hard against the ground as they land rolling. But he’s alive and running for his mother. He doesn’t look back.
Intent: Spot the boy and get him away from the tree.
* Secondary Skill:
Perception (r2) + 8 = 10 vs Easy DC 9. Success. Spotted Elijah and +2 forward.
* Primary Skill:
Athletics r(17) + 6 + 2 +5 PB (Crane's Wings) = 30 vs Medium DC 13. Success.
Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Investigate the dark influence on the Market Green (i), force it to reveal itself (ii), banish it or destroy it (iii), and save Elijah from its clutches (iv). (iii-iv) being a nested conflict to resolve.
4/6 Successes/
1 Failures/
0 Hard DC Available/
1 Secondary Skills Available/
Primary Skill Training exhausted; Diplomacy, Nature, History, Intimidate, Athletics
Posting for
@AbdulAlhazred
STARN realizes (or at least hopes!) that the tree cannot move, so he moves back about 50 Feet, gets out his Tome, and starts casting his alternate Daily Spell, Rolling Thunder. He can concentrate on this as long as he wants to and keep sizzling the base of the tree! Unless it can move (and if it does it will take additional damage) it is going to be stuck there getting electrified. "Withdraw whence you came unclean spirit! Or perish!"
To the Fallcrest Light Infantry he shouts, "Captain Khuzdul Anvilheart, you and your troops are up. Start some fires!"
* Use Daily Attack Power
Rolling Thunder for auto-success, start combat for last success, Thunderball in DFT sq to start combat.
Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Investigate the dark influence on the Market Green (i), force it to reveal itself (ii), banish it or destroy it (iii), and save Elijah from its clutches (iv). (iii-iv) being a nested conflict to resolve.
5/6 Successes/
1 Failures/
0 Hard DC Available/
1 Secondary Skills Available/
Primary Skill Training exhausted; Diplomacy, Nature, History, Intimidate, Athletics
The earth crawls and gives birth to a fetid haze that spreads like a sickening pall.
Undead figures manifest from the boughs of the DARK FEYGROVE TREE, swinging as they did before their lives were unjustly taken.
The tree itself, the nexus of the Unseelie's access to Fallcrest? Its trunk...its limbs...its very roots shift, a disgusting viscous sheen covering its bark; so reddish-purple it may as well be black.
CHILDREN ARE RESCUED, ELIJAH IS SAFE, DESTROY THE DARK FEYGROVE TREE AND THE UNSEELIE FEY'S ACCESS TO FALLCREST FOR THE FINAL SUCCESS IN THE SC.
*
ILLUMINATION: Full.
*
FIRE (orange star):
Effect: Any creature that enters or starts its turn in this hindering terrain takes 5 fire damage. You can only take this damage once per turn.
*
STARN ROLLING THUNDER THUNDERBALL (white bolt): K10
Effect: You conjure a thunderball in 1 square within each primary target's space. Each thunderball lasts until the end of your next turn. Each thunderball can make a secondary attack.
Opportunity Action: Melee 1
Trigger: A creature moves out of the thunderball's square.
Secondary Target: The triggering creature
Secondary Attack: Intelligence vs. Reflex
Hit: 5 thunder damage.
Sustain Minor: Each thunderball persists.
*
CRAWLING EARTH (light blue):
Effect: When any living creature starts its turn or ends its movement in a square of crawling earth, it triggers that square and any contiguous squares containing that terrain. The ground rises up and moves 1d4 squares in a random direction (d8 for direction with clockwise representation of direction; eg 1 = north, 2 = northeast, etc), carrying along any creature in that space. The movement is so quick and jarring that a creature in a square of crawling earth must make a saving throw to avoid being knocked prone. This effect can only happen once per turn.
*
ANGRY MOB OF PARENTS (brown square bottom left) Effect: As a minor action, once per turn, a character within ClBu5 can incite (Intimidate) or inspire (Diplomacy) the mob, DC 8, to help torch the terrible tree that has accosted their children; Move 4 squares (top right sq is reference point for creatures larger than Medium) and then set fire to 1 adjacent square. If the crowd takes any damage, they will scatter from the Market Green.
* DARKGROVE HAZE (purple squares) Effect: Fields of darkgrove haze are lightly obscured, hindering terrain. Any living creature within a square containing this terrain regains only one-half normal hit points from healing effects. Furthermore, whenever a living creature receives a healing effect while in darkgrove haze, each undead creature within 3 squares of it gains a +2 power bonus to attack rolls until the end of the undead creature's next turn.
*
Dark Feygrove Tree (huge, fey magical beast, plant, undead, Controller/Leader, Solo) = HP 120, AC 15, Fortitude 14, Reflex 12, Will 13.
*
Hangman's Corpse (medium, natural, animate, undead, summoned, Skirmisher, Minion) = HP 1, AC 15, Fortitude 14, Reflex 13, Will 12.
*
Place Characters: @Grendel_Khan , pick your square for Lief,
@AbdulAlhazred and
@Campbell , choose a square in rows 1 or 2 or columns A or B for Starn and Sariel. You've elected to use the Fallcrest Light Infantry (which will cause the conflict to reward 100 less xp for their usage). They will start in sq B5 (top left for Large creature).
*
Initiative:
Lief (L): r(15)+6 = 21
DFT Instinctive Spawn (M): 17
Fallcrest Light Infantry (FLI): r(11) +5 = 16
Starn (T): r(8) +0 = 8
Dark Feygrove Tree (DFT): r(7) +0 = 7
Sariel (A): r(3) +0 = 3
ROUND 1
STARN's readings on the historical text of Fallcrest converge with his understanding of such dark matters of the undead and shadowy nexuses.
* (No Action) Monster Knowledge (Runners) Arcana r(19)+10 = 29 [Hard]
Dark Feygrove Tree
Huge fey magical beast (plant, undead)
Level 1 Solo Controller (Leader) XP 500
HP 120; Bloodied 60 Initiative +0
AC 15, Fortitude 14, Reflex 12, Will 13 Perception+8
Speed 5 (forest walk) Vuln 5 Radiant Low-light vision
Saving Throws +5; Action Points 2
Traits
☼ Wilting Presence ✦ Aura 2
If an enemy in the aura spends a healing surge to regain hit points, that enemy regains only half the normal hit points.
Wooden Body
Whenever the tree takes fire damage, it also takes ongoing 5 fire damage (save ends).
Instinctive Spawn
On an initiative of 10+ its initiative check, the tree can use a free action to use spawn hangman's corpse. If the tree is dazed, then that effect ends instead of the tree using spawn hangman's corpse.
Standard Actions
(⚔) Fetid Slam (necrotic) ✦ At-Will
Attack: Melee 3 (one creature); +6 vs. AC
Hit: 1d6 + 5 necrotic damage.
(⚔) Shepherded to Demise (psychic) ✦ At-Will
Effect: Before the attack, the tree slides the target 2 squares
Attack: Melee 3 (one creature); +4 vs. Will
Hit: 2d6 + 3 damage.
⚔ Double Attack ✦ At-Will
Effect: The tree uses fetid slam and shepherd to demise.
ᗕ Root Eruption ✦ Recharge ⚄ ⚅
Attack: Close burst 3 (enemies in the burst); +4 vs. Fort
Hit: 1d6 +5 damage and the target is slowed until the end of the tree's next turn.
Effect: The root eruption creates a zone of difficult terrain (creatures with forest walk are immune) UEoE.
Minor Actions
➶ Spawn Hangman's Corpse (summoning) ✦ At-Will 1/round
Effect: The tree spawns a hangman's corpse in an adjacent square and slides the corpse 1 square. All Hangman's Corpses act on the tree's Instinctive Spawn turn. See below for stat block.
Triggered Actions
⚔ Whipping Bough ✦ At-Will
Trigger: An enemy moves without teleporting to a square within 2 squares of the tree.
Attack (Immediate Interrupt): Melee 2 (the triggering enemy); +4 vs. Ref
Hit: 1d8 + 5 damage, and the target falls prone.
Hangman's Corpse
Medium natural animate (undead)
Level 1 Minion Skirmisher (summoned)
HP 1; a missed attack never damages a minion. Initiative +5
AC 15, Fortitude 14, Reflex 13, Will 12 Perception+2
Speed 6 Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Standard Actions
(⚔) Claw ✦ At-Will
Effect: The corpse can shift 1 square before the attack
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 4 damage.
LIEF remembers his training, bashing at trees in the forest until his hands were pulped. He yells at his friends. "Do I just...hit it?" and thrashes at it before they can answer, then drops into a low stance and winces, waiting for the counterattack.
* Minor: Hunter's Quarry (DFT) +1d6 to damage to an attack until end of my next turn.
* Standard: Crane's Wing attack on DFT. r(15)+5 = 20 vs Fort (14). r(8+2)+5 = 15 Damage.
* Free: Centered Flurry of Blows deals 5 Damage to DFT. Slides it one sq to K11.
* Move: Lion's Den movement technique—not shifting anywhere, gain +1 to power bonus to all defenses until the start of my next turn.
LOCATION: J12
DAMAGE: 20 to DFT
CONDITIONS TO ENEMIES: none
CURRENT HP: 26/26
HEALING SURGES: 9
CURRENT DE/BUFFS: none
AP: 1
INSTINCTIVE SPAWN
A swinging HANGMAN'S CORPSE corpse tumbles down the boughs of the DARK FEYGROVE TREE, gains its footing and picks its way through the meadow green toward Starn the Wizard. In this case, Starn's magical fortifications or his sheer luck holds against the undead assailant, but Starn is left on his heels!
<Does not take Thunderball or any "at beginning of turn effects" at the beginning of Instinctive Spawn>
* Instinctive Action: Spawn Hangman's Corpse (summoning): The tree spawns a hangman's corpse in H9 and slides it 1 sq to G8. All Hangman's Corpses act now.
M (G8)
* Move: 4 sq to E4.
* Standard: Charge to G2 and MBA (Claw, M1) vs Starn AC (eschewing effect): r(13) +4 +1 = 18. Hit. 4 damage to Starn.
LOCATION: G2
DAMAGE: 4 damage to Starn
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS: na
As the FALLCREST LIGHT INFANTRY charges forward directly at the tree, brave souls, STARN leaps back from the ravening lolling corpse which is assailing him and dispatches it with a Magic Missile! As the troops approach the tree its branches whip at them, but the Captain directs his men to lock their shields above their heads and they deflect the blows. Unfortunately their momentum is a bit disrupted by the sheer ferocity of the tree, and they're unable to get a fire to take hold with their torches.
FLI
* Standard: Charge to J8...
TRIGGERS DFT IMMEDIATE INTERRUPT WILLOUGH BOUGH (TRIGGER; An enemy moves without teleporting to a square within 2 squares of the tree) +4 vs FLI's REF; r(1) +4 = AUTOMISS. FLI MBA Fallcrest Tactics (M1) vs DFT's Ref; r(4) +4 +1 (charge) +2 (CA) = 11. Miss.
T
* Move: Shifts to I1
* Standard: Magic Missile (R20, force, auto-hit) at M (G2);
M (G2) SLAIN.
* Minor: Sustain Thunderball.
Fallcrest Light Infantry
LOCATION: J8
DAMAGE: None
CONDITIONS TO ENEMIES: None
HIT POINTS: 27/27
SURGES: N/A
BUFFS/DEBUFFS: None
AP: N/A
Starn
LOCATION: I1
DAMAGE:
M (G2) SLAIN
CONDITIONS TO ENEMIES: None
HIT POINTS: 20/24
SURGES: 8/8
BUFFS/DEBUFFS: None
AP: 1
The DARK FEYGROVE TREE, imbued with power from beyond the mortal realm, carries out the malign will of the dark queen of the Unseelie Fey. It lashes at Leif and the Fallcrest Infantry, sending the latter desperately trying to maintain formation as they go tumbling into earth that crawls beneath their very feet! However, maintain their formation the brave infantry does and they give as good as they get in their melee clash with the haunted tree.
Just when things couldn't get any worse, a revolting corpse with noose around neck, slides from the boughs of the dark tree, landing on the ground, eyes of undead fury seeking out prey!
* Minor: Spawn Hangman’s Corpse H10 and slide 1 to G9.
* Standard: Double Attack - Fetid Slam & Shepherd to Denise vs L’s AC and Will; r(15) +6 = 21 and r(9) +4 = 13. Fetid Slam hits L for r(2) +5 = 7 necrotic damage. to L Shepherd to Demise misses.
* Free Action (Action Point for Standard Action): Double Attack - Fetid Slam & Shepherd to Denise vs FLI’s AC and Will; r(4) +6 = 10 and r(19) +4 = 23. Fetid Slam misses FLI. Shepherd to Demise hits for r(3,5) +3 =11/2 (swarm) = 5 psychic damage to FLI and slides 2 sq to J7 and then K7 (into Crawling Earth Hjndering Terrain).
TRIGGERS FLI SAVING THROW FOR PRONE IN J7 OPTION; DECLINES SAVING THROW. STARTS TURN IN K7; CRAWLING EARTH.
* Move: Shift 1 sq to J11.
TRIGGERS THUNDERBALL OA vs DFT REF; r(7) +7 = 14; Hit. DFT takes 5 Thunder damage.
* End of Turn: DFT adjacent to FLI. DFT takes 4 damage from FLI Swarm Attack (Aura 1) and slide 1 declined.
LOCATION: J11, M spawned (G9)
DAMAGE: 7 necrotic to L and 5 psychic to FLI.
CONDITIONS TO ENEMIES: FLI slid to K7 into hindering terrain; Crawling Earth.
HIT POINTS: 91/120
BUFFS/DEBUFFS: 1/2 Action Points exhausted. DFT takes 4 damage from FLI Swarm Attack (Aura 1).
Winds raise SARIEL aloft. He rushes over and above the impediments that lay between him and unseelie treant before them. His sword sings of the winter to come for all traitors as it crashes into the treant, forcing it back reeling into the Crawling Earth. The winds bind the creature, Sariel's arcane sigil appearing on it's foul body. Just as soon the sigil appears Sariel steps into the feywild and reappears 20 or so feet away from the ensuing melee. He motions to the treant to come and get him.
* Standard Action: Windfury Assault. Fly 6 to H8...
TRIGGERS DFT IMMEDIATE INTERRUPT WILLOUGH BOUGH (TRIGGER; An enemy moves without teleporting to a square within 2 squares of the tree) +4 vs A's REF; r(1) +4 = AUTOMISS...Attack with songblade longsword (M1); (r16)+8 = 24 vs AC 15. Hit. r(8)+5 = 13 damage and slide DT to K10 (Hinding Terrain of Thunderball);
TRIGGERS FLI SAVING THROW FOR PRONE IN J11 OPTION; DECLINES SAVING THROW. SLIDES TO K10 (THUNDERBALL OCCUPIED).
* Minor Action: Aegis of Ensarement. Mark DT with Aegis of Ensnarement. -2 to all attacks not including Sariel. Subject to immediate interrupt teleport if it attacks anyone not named Sariel.
* Move Action: Fey Step. Teleport 5 to D11.
LOCATION: D11
DAMAGE: 13 to DT at H9
CONDITIONS TO ENEMIES: Aegis of Ensnarement Mark on DT, slide DT to K10 (Thunderball)
HIT POINTS: 31/31
SURGES: 11/11
BUFFS/DEBUFFS: None
AP: 1
DFT = 78/120 1/2 AP exhausted, marked by S (AoE), in Thunderball, in Crawling Earth.
ROUND 2
LIEF hisses at his black, puckered wound from the tree, and pulls a grappling hook from his climber's kit. He loops it around a high branch, anchors it to another tree's roots, and runs, yelling, hauling the horrible tree to the ground, bashing and snapping at branches once it's down.
* Minor: Ready grappling hook from Climber's Kit.
* Move: Lion's Den movement technique—shift to K11, gain +1 to power bonus to all defenses until the start of my next turn.
* Standard:
Whirling Grapnel Takedown (Single-use Stunt)
Requirement: Climber’s Kit for primary attack. Athletics Med DC (+2 kit) or grant CA UBoYNT; r(15)+7 = 22 vs. DC 13. Success.
Target: One creature; DFT
Attack: +4 +2 (CA) vs Ref. r(8)+6 = 14 vs. 12. Hits.
Hit. 4 damage to DFT and it falls prone.
Secondary Attack: (Unarmed Atk) +5 +2 (CA) vs AC r(17)+7 = 24 vs. 15. Hits.
Hit: 1d8+2 (Unarmed) +1d6 (Hunter's Quarry, last time for encounter) damage. r(5+3)+2 = 10 damage to DFT.
* Free: Centered Flurry of Blows deals 5 Damage to DFT. Slides it one space to L10.
LOCATION: K11
DAMAGE: 19 to DFT
CONDITIONS TO ENEMIES: Prone (DFT) and slid to L10.
CURRENT HP: 19/26
HEALING SURGES: 9
CURRENT DE/BUFFS: none
AP: 1
INSTINCTIVE SPAWN
Another swinging HANGMAN'S CORPSE tumbles down the boughs of the DARK FEYGROVE TREE and gains its footing. The pair sprint through the meadow green and the bonehaze. toward Starn the Wizard, surround him and claw with undead fury at his mortal flesh.
Starn does his wizardly best to deflect the worst of it, but he's surrounded!
<Does not take Thunderball or any "at beginning of turn effects" at the beginning of Instinctive Spawn>
* Instinctive Action: Spawn Hangman's Corpse (summoning): The tree spawns a hangman's corpse in I9 and slides it 1 sq to H8. All Hangman's Corpses act now.
M (G9)
* Move: 5 q to E4.
* Standard: Charge to H1 and MBA (Claw, M1) vs Starn AC (eschewing effect): r(6) +4 +1 (charge) = 11. Miss.
M (H8)
* Move: 4 sq to I4 (circling away fro FLI to avoid OA...undead so immune to Bonehaze).
* Standard: Charge to I2 and MBA (Claw, M1) vs Starn AC (effect; shift 1 sq to J1 before attack): r(14) +4 +1 (charge) +2 (CA) = 12. Hit. 4 damage to Starn.
LOCATION: H1, J1
DAMAGE: 4 damage to Starn
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS: na
The FALLCREST LIGHT INFANTRY is nearly taken from its feet as the very earth beneath it shifts and tumbles. The trained unit lean on each other though, finding their footing as the Dark Feygrove Tree, trying to regain its uprightness after Leif’s upturning, tumbles and yaws uncontrollably as a peal of thunder from Starn's Thunderball wracks its dark form!
The Fallcrest Light Infantry regain their ranks, dress their spears and press the attack against the tree, which is able to fend off their blows with its branches, snapping off several of their spears in the process. Nevertheless they remain stalwart!
* Beginning of Turn:
TRIGGERS CRAWLING EARTH. r(3) for direction (due east) and r(2) for squares. Crawling Earth now in N8. FLI slides to M7 Darkgrove Haze hindering terrain (TRIGGERS SAVE FOR PRONE OUTSIDE, BUT DECLINES). FLI saving throw vs prone from Crawling Earth effect; r(12) Succeeds. DFT slides to N10 off Thunderball. TRIGGERS THUNDERBALL OA vs DFT REF; r(10) +7 = 17; Hit. DFT takes 5 Thunder damage (BLOODIED). DFT no save vs Crawling Earth effect as already prone.
* Standard: Fallcrest Tactics (M1) vs DFT's Ref; r(3) +6 +2 (CA) = 11. Miss.
* Move: Shifts to M8 occupying DFT's space (swarm).
LOCATION: J8
DAMAGE: None
CONDITIONS TO ENEMIES: Occupy DFT's space (Swarm Attack if DFT ends turn adjacent to FLI)
HIT POINTS: 22/27
SURGES: 1
BUFFS/DEBUFFS: In Crawling Claw and Bonehaze.
AP: N/A
STARN scrambles away from the thicket of zombified corpses, defending himself as best he can as he does. Once free, he raises his Tome toward the Dark Feygrove Tree, says the arcane words of power, and compels a radiant orb through the air, slamming into the undead plant creature and staggering it!
* Move: 6 sq to M5.
TRIGGERS OPPORTUNITY ATTACK CLAW (M1) FROM M (H1) AND M (J1); r(1) and r(9) +6 +2 (CA) = AUTOMISS AND 17. ONE HIT. 4 DAMAGE TO STARN.
* Standard: Color Orb (R10, radiant) vs DFT's Will; r(16) +7 = 23. Hits (despite +2 defenses vs ranged due to prone). r(1) +6 +5 (vuln radiant) = 12 radiant damage and DFT is dazed UtEoTNT.
* Minor: Sustain Thunderball.
LOCATION: M5
DAMAGE: 12 radiant to DFT.
CONDITIONS TO ENEMIES: DFT dazed UtEoTNT.
HIT POINTS: 15/27
SURGES: 8/8
BUFFS/DEBUFFS: na
AP: 1/1
Staggered from Starn's radiant orb, the upended DARK FEYGROVE TREE, continues heedless of the seeming inevitable fate before it. The dark queen of the Unseelie Fey compels it to lash at the earth, calling upon it to erupt beneath the feet of Leif and the Fallcrest Light Infantry! Leif manages to keep his feet (barely) with the aid of Sariel's defensive enchantments, but the infantry are forced to scatter like sticks in the wind, losing the integrity of formation!
Suddenly, space folds around the haunted tree as the Sariel's arcane aegis teleports the toppled tree next to him and the eladrin and the tree engage in a furious melee exchange.
* Starts Turn; dazed (single action)
* Standard: Root Eruption (CBu3, enemies) vs L's and FLI's Fort; r(12, 13) +4 -2 (marked by A)= 14, 15. Miss L (due to Lion's Den), hits FLI. r(3) +5 +5 (vuln close attack) = 13 damage to FLI
(BLOODIED); TRIGGERS BREAK FORMATION. THE INFANTRY LOSES SWARM/SKIRMISHER KEYWORD, LOSES SWARM ATTACK AURA AND SWARM TRAIT, LOSES FALLCREST TACTICS, AND SPLITS INTO TWO MEDIUM MINIONS (L7 AND M7 SQUARES; WHITE "M") AND GAINS THE BELOW MBA:
(⚔) Spear (weapon) ✦ At-Will
Effect: Before the attack, the infantry shifts up to 2 squares.
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 3 damage, or 4 damage if the target is granting combat advantage to the infantry.
...Continued...and FLI M's (L7 and M7) are slowed UEoDTNT. Effect: The root eruption creates a zone of difficult terrain (creatures with forest walk are immune) UEoE; dark brown outline.
TRIGGERS A's AEGIS OF ENSNAREMENT. TELEPORT DFT TO G13 INTO HINDERING TERRAIN OF FIRE. TRIGGERS DFT SAVING THROW FOR PRONE IN G12; r(11) +5 = 16. SUCCESS. DFT (ALREADY PRIOR PRONE) IN G12.
* Free Action (Action Point for Standard Action): Double Attack - Fetid Slam & Shepherd to Denise vs A’s AC and Will; r(20) +6 = 10 and r(7) +4 = 11. Fetid Slam Crits for 11necrotic damage to A and Shepherd to Demise misses.
LOCATION: G12
DAMAGE: 11necrotic damage to A, 13 damage to FLI triggering
BLOODIED and fracturing into a pair of Minions (L7 and M7; white "Ms")
CONDITIONS TO ENEMIES: Leif and M (L7, M7) in Root Eruption Zone (difficult terrain UEoE).
HIT POINTS: 42/120
BUFFS/DEBUFFS: 2/2 Action Points exhausted, prone, Root Eruption on cooldown.
SARIEL strikes at the Dark Fey Tree, but where it expects a strike from his right hand it instead comes from the left. The dark treant's mind reels, unsure of where any strike may come.
* Standard Action: Fox's Feint versus DFT. r16 + 8 + 2 (CA) = 26 vs AC 15. r6+5 = 11 physical damage. UEoYNT CA granted by DFT gives +4 bonus to attack instead of +2.
LOCATION: D11
DAMAGE: 11 physical damage to DFT
CONDITIONS TO ENEMIES: UEoYNT CA granted by DFT gives +4 bonus to attack instead of +2
HIT POINTS: 20/31
SURGES: 11/11
AP: 1
As he scans for where the tree reappeared, LIEF sees the crowd scrambling away from the strange melee—including the dairy trader, wrangling his animals off the green. "Mine," Lief spits in the Mogul's primordial tongue, marking his target out of habit. He turns to the tree, vaults from the erupted dirt with a flying kick and tries to snap the damn thing in half already, or at least force it into the nearby fire.
The tree bursts into flames, burning to cinders far too quickly, a supernatural scream coming from somewhere beyond this world.
* Minor: Stow grappling hook in Climber's Kit.
* Move: Crane's Wing movement technique—Athletics r(7)+6+5 = 18/5 = 4 spaces. Jump to H11.
* Standard: Crane's Wing attack on DFT, with CA+4. r(8)+5+4 (CA) = 17 vs Fort (14). Hit. r(4)+5 = 9 Damage.
* Free: Centered Flurry of Blows deals 5 Damage to DFT. Slides it one space up, to G13 into Fire Hindering Terrain;
TRIGGERS SAVING THROW FOR (ALREADY PRONE) REMAINING IN G12; r(20) +5. SUCCEEDS. DFT STAYS (ALREADY PRONE) IN G12.
*Action Point for Standard: Drunken Monkey attack on DFT, with CA+4. r(5)+5+4 = 14 vs Will (13). Hit. r(7)+5 = 12 Damage. Slide DFT to G13. TRIGGERS SAVING THROW TO AVOID GOING INTO HINDERING TERRAIN; DFT r(2)+5 to save. Fails. It slides and takes 5 fire damage and 5 OG Fire damage (SE).
DFT SLAIN.
LOCATION: H11
DAMAGE: 31 to DFT.
DFT SLAIN.
CONDITIONS TO ENEMIES: na
CURRENT HP: 19/26
HEALING SURGES: 9
CURRENT DE/BUFFS: none
AP: 1
INSTINCTIVE SPAWN
As before, the pair of HANGMAN'S CORPSEs circle Starn the Wizard like a pair of wolves on the hunt. They stalk in and the exchange is particularly violent, desperate. Starn is in a fight for his life!
* Instinctive Action: Clears Dazed condition. No spawn. All Hangman's Corpses act now.
M (H1)
* Standard: Charge to L5 (immune to Bonehaze) and MBA (Claw, M1) vs Starn AC (eschewing effect): r(15) +4 +1 (charge) = 11. 4 damage to T (
BLOODIED).
M (J1)
* Move: 6 sq to P3.
* Standard: Charge to N5 and MBA (Claw, M1) vs Starn AC (effect; shift 1 sq to J1 before attack): r(8) +4 +1 (charge) +2 (CA) = 15. Hit. 4 damage to T.
LOCATION: L5, N5
DAMAGE: 8 damage to Starn (
BLOODIED).
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS: na
THAT IS A WRAP FOR THIS COMBAT. DFT SLAIN. NO THREAT OF FURTHER PERIL TO THE PCS OR FALLCREST LIGHT INFANTRY.
The gathered parents of the terrified children fall to the ground when the terrible scream from beyond this world erupts from the remnant cinders of the Dark Feygrove Tree, the conflagration coming and going in barely more than an instant. However, once they realize that victory is at hand and their children are safe, they all exalt in unison, taking turns heartily thanking the brave Fallcrest Light Infantry for their hand in the matter! Unsure of what to make of Leif, Sariel, and Starn, they keep their distance. However, the children are less inclined. Any hero that is available to them, they mob with affection and adulation.
Lief deflects any attention coming his way to the clearly more impressive Sariel, and the far more battle-scarred Starn. Smiling, clapping for them, he slips away into the treeline.