The Adventurers sat silently in the dense fog as the boat gently rocked. Porse stood on the deck with his two crewman, and he lit a torch, which did little to improve visibility. The irritable man passed the deck, looking for any sign of sudden ground.
After half an hour of wading in the fog, the 1st mate paused in mid stride. He cocked his head to better hear. He waiting a moment longer, in tense silence, before a slamming sound came from the aft of the ship. And then another, and another. And then two more.
Looking to the rear of the ship, the ghostly form of another ship faded in to view. The new ship was much larger: the deck a full 6 feet higher than the Wind's Will's. Gruff pirates swung over and down from other ship on thick ropes.
"Oy! I'm here for the loot! Stand down, or be slaughtered. Captain Smargat plays no games!"
[sblock=Mechanics]
NPCs end their turn after boarding ship and making demands.
[/sblock][sblock=Status]
Wil Rando: G18
40/40 HS 10/10 AP 1 MW 2/2
Hergunna: I10
46/46 HS 9/9 AP 1
Kane: G11
53/53 HS 10/10 AP 1
Kruk: H18
55/55 HS 12/12 AP 1
Carolina: G10
39/39 HS 7/7 AP 1
Porse: I14
25/25
Deckhand: F12
1/1
Deckhand: F16
1/1
Enemies:
Captain Smargat: H21
178/178 AP 1
Pirate 1st Mate: G21
136/136 AP 1
Pirate Quartermaster: K22
82/82
Pirate Archer: L21
45/45
Pirate Archer: K23
45/45
Pirate Archer: K24
45/45
Javelin Dancer: ???
70/70
Thugs: G20
1/1
Thugs: F21
1/1
Thugs: I20
1/1
[/sblock][sblock=map]
[/sblock][sblock=Enemies]
Captain Smargat
Medium natural humanoid, human Level 8 Elite Skirmisher
Initiative +9 Senses Perception +6
HP 178; Bloodied 89
AC 22; Fortitude 21, Reflex 20, Will 20
Saving Throws +2
Speed 6
Action Points 1
Flail (standard, at-will) Weapon
+13 vs AC; 1d10+7 damage, and Smargat shifts 1 square. Reach 2.
Flail Trip (standard; requires a flail and combat advantage against the target, recharge 4,5,6 ) Weapon
+11 vs Fortitude; 2d10+7 damage, and Smargat slides the target 1 square and the target falls prone. Smargat shifts 1 square.
Parrying Chains (immediate interrupt, when a melee attack hits or misses smargat; requires two flails, at-will) Weapon
+13 vs AC; 1d10+5 damage, and Smargat gains a +2 bonus to the defense that the triggering attack targeted against the triggering attack.
Whirling Escape (free, when a melee or close attack misses smargat; at-will)
Smargat shifts 1 square.
Pirate 1st Mate (Reskin: Amreth Gaunt)
Medium natural humanoid, human Level 6 Elite Skirmisher (Leader)
Initiative +9 Senses Perception +11
HP 136; Bloodied 68
AC 21; Fortitude 17, Reflex 19, Will 18 ; +2 to all defenses against opportunity attacks
Saving Throws +2
Speed 6
Action Points 1
Short Sword (standard, at-will) Weapon
+11 vs AC; 2d6+5 damage.
Dagger (standard, at-will) Weapon
+11 vs AC; 2d4+5 damage.
Dagger (standard, at-will) Weapon
Ranged 5/10; +11 vs AC; 2d4+5 damage.
Fencing Strikes (standard, at-will) Weapon
Gaunt makes a short sword attack and a dagger attack (melee or ranged), and he shifts 1 square after each attack.
Surprise Counter (immediate interrupt, when hit or missed by a melee attack, recharge 5,6 ) Weapon
Gaunt can shift 1 square before the attack; he gains combat advantage against the target (included in attack and damage); targets the triggering attacker; +13 vs AC; 3d6+4 damage, and the target grants combat advantage until the end of Gaunt’s next turn.
Muddling Slash (standard; requires short sword, encounter) Weapon
+11 vs AC; 2d6+5 damage, and the target is slowed and grants combat advantage (save ends both), and it slides 2 squares.
Blinding Bomb (standard, at-will) Weapon
Area burst 1 within 10; +8 vs Fortitude; the target treats all nonadjacent squares as lightly obscured until the end of Gaunt’s next turn. This attack doesn’t provoke opportunity attacks.
Ignoble Escape (move; encounter)
Gaunt ends any marked condition currently affecting him, and he shifts 6 squares.
Combat Advantage
Gaunt deals 2d6 extra damage when he hits a creature he has combat advantage against.
Quick Draw
Gaunt can draw an item as part of the same action required to use that item.
Pirate Archers (reskin: Chevkos's Crossbowman)
Medium natural humanoid, human Level 4 Artillery
Initiative +6 Senses Perception +4
HP 45; Bloodied 22
AC 16; Fortitude 16, Reflex 18, Will 16
Speed 6
Short Sword (standard, at-will) Weapon
+9 vs AC; 1d6+2 damage.
Crossbow (standard, at-will) Weapon
15/30; +11 vs AC; 1d8+5 damage.
Quick Shot (standard, encounter)
The crossbowman makes crossbow attacks against two different targets.
Pirate Quartermaster (reskin: Waterdeep Street Thug
Medium natural humanoid, human Level 7 Soldier
Initiative +9 Senses Perception +5
HP 82; Bloodied 41
AC 21; Fortitude 19, Reflex 20, Will 17
Speed 6
Morningstar (standard, at-will) Weapon
+14 vs AC; 1d10+5 damage, and target is marked until the end of the thug’s next turn.
Poisoned Dagger (standard, encounter) Poison, Weapon
Ranged 5/10; +14 vs AC; 1d4+6 damage, ongoing 5 poison damage, and the target grants combat advantage (save ends both).
Rattling Smash (standard, encounter) Fear, Weapon
+12 vs Will; 2d10+8 damage, and the target takes a –2 penalty to attack rolls until the end of its next turn. If the target was marked by the tough, the target is also dazed until the end of the tough’s next turn.
Human Javelin Dancer
Medium natural humanoid, human Level 6 Skirmisher
Initiative +8 Senses Perception +4
HP 70; Bloodied 35
AC 20; Fortitude 18, Reflex 19, Will 17
Speed 6
Spear (standard, at-will) Weapon
+11 vs AC; 1d8+3 damage.
Mobile Attack (standard, at-will)
The human javelin dancer shifts 3 squares and makes one spear attack during the move.
Javelin (standard, at-will) Weapon
Ranged 10/20; +12 vs AC; 1d6+3 damage.
Adept Retreat
A human javelin dancer does not grant combat advantage from running.
Skirmish
If a human javelin dancer ends its move at least 4 squares from the square where it started the move, its attacks deal 1d6 extra damage until the start of its next turn.
Thug
Medium natural humanoid, human Level 8 Minion
Initiative +7 Senses Perception +4
HP 1; a missed attack never damages a minion.
AC 20; Fortitude 20, Reflex 20, Will 19
Speed 6
Morningstar (standard, at-will) Weapon
+11 vs AC; 7 damage.
Beatdown (standard; requires combat advantage, at-will) Weapon
+11 vs AC; 7 damage, and the thug knocks the target prone.
[/sblock][sblock=Notes on enemy interrupts]
Captain Smargat
1. Any melee attack will trigger his Parrying chains ability. Go ahead and roll the attack for this.
2. A missed melee or close attack will trigger his Whirling escape. I will decide if he uses these.
1st Mate
Any melee attack triggers the surprise counter, if it is charged. Go ahead of roll for this. Don't forget the bonuses to hit and damage for combat advantage.
[/sblock]