Bloodied and nearly beaten, the Captain yells,
"Ignore the dog, you yellow-bellied bastards! Give me cover fire!"
The archers grumbled, but obliged, unleashing a salvo on the two attackers closest to the captain. One bolt hit Kruk, while two pierced the dragonscale that Kane wore. Though barely standing, the barbarian recalled how Wil's arrows also pierced the dragon hide.
The Quartermaster shuffle-stepped toward Kane and swung up with his morning star. Despite being covered in blood, nearly dead, the barbarian deflected the attack.
The Captain deftly whipped his chains around, tripping up Kruk and sending him tumbling away. The dwarf cracked his head against the deck, and warm blood began to flow down the back of his neck.
"Perhaps it's time to call a truce," The Captain said, limping back toward the corner of the ship, closer to his own vessel.
[sblock=Mechanics]
Pirate Archer M20
Standard: Quickshot vs Kruk and Kane
Attack Kruk:
1d20+11-2=14 Miss
Attack Kane:
1d20+11-2=16 Miss
Pirate Archer I21
Standard: Quickshot vs Kruk and Kane
Attack Kruk:
1d20+11-2=20
Attack Kane:
1d20+11-2=28
Damage:
1d8+5=10
Pirate Archer K25
Attack Kruk:
1d20+11-2=23
Damage:
1d8+5=9
Attack Kane:
1d20+11-2=26
Damage:
1d8+5=11
Pirate Quartermaster
Move: shift to F20
Standard: Morning Star vs Kane
Attack:
1d20+14-2=20
Captain Smargat
Flail Trip Recharge:
1d6=6 Recharged
Standard: Flail Trip vs Kruk (FORT)
Attack:
1d20+11+2-2=21 Hit
Damage:
2d10+7=21
Effect: Kruk is Prone and slides to G19
Move: to I20
Save vs Slowed:
1d20=10 saved.
[/sblock][sblock=Status]
Wil Rando: F14
21/40 HS 10/10 AP 1 MW 0/2
Hergunna: F16
18/46 HS 7/9 AP 1,
Bloodied
Kane: F19
1/53 THP
0/5 HS 9/10 AP 0,
Bloodied,
Kruk:
G19 25/55 THP
0/13 HS 10/12 AP 1,
Bloodied, SW Used
Carolina: F12
39/39 HS 7/7 AP 1
Summoned Wolf: L23
6/23 (AC:18, Fort:15, Reflex:17, Will:18)
Enemies:
Captain Smargat: I20
41/178 AP 0,
Bloodied,
Slowed, Marked by Kruk,
Pirate Quartermaster: F21
44/82,
Pirate Archer: M20
45/45 Bolts
12/20
Pirate Archer: I21
10/45 Bolts
12/20,
Bloodied
Pirate Archer: K25
45/45 Bolts
12/20
Javelin Dancer: I14 0/70 Jav 1/3, In the Drink
Thug: G20 0/1 Dead
Thug: I20 0/1 Dead
Pirate 1st Mate: G18 -1/136 AP 0, Dead
[/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 Archers (reskin: Chevkos's Crossbowman, customized)
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, at-will)
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 21; 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.
Notable Equipment: Enduring Beast Armor +1
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.
[/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.
[/sblock][sblock=Dim Light]
Characters who have normal vision can’t see well in dim light: Creatures in the area have concealment. Characters who have low-light vision or darkvision see normally in dim light.
So, all of the enemies will have -2 to hit everyone else.
[/sblock][sblock=Free Pass on OA]I just now realized that Kruk should have taken an OA from his move. But, we'll just call it a miss this time around.[/sblock]