[Adventure] Serpent's Skull: Souls for Smuggler's Shiv (DM: Mewness; Judge: THB)

Pentius

First Post
OOC: Nori will take L4.


Noriaki breaks into a run, barely keeping pace with Sasha. As he strides forward, he warily lowers a hand onto the hilt of his sword. He can feel rebellion in her, still, but the sword knows battle is coming and does not act out.
 

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Mewness

First Post

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Dekana

Explorer
Castile scowls at the sight and then pulls down her metal visor over her face. She steps closer to one of the long-necked birds and points at it. "You there! I don't care if you're both monsters or not; you're not eating a little hatchling!"

Castile winds up with her axe and then lobs it at the pneckosaur, hitting it with a glancing blow. She gets ready to charge into melee once her axe returns to her hand.


[sblock=Castile actions / stats]Move: walk to I8.

Standard: RBA vs Pneckosaur 2 hits AC 20 for 9 damage, and it's marked. I wasn't sure if cover would apply for the difference in elevation, but I added a -2 to the roll just to be safe. (1d20+9-2=20; 1d12+7=9)


PC:Castile (Dekana) - L4W Wiki- Female Dwarf Fighter 4
Passive Perception: 19, Passive Insight: 14
AC:21, Fort:20, Reflex:17, Will:16, +5 saves vs poison, Speed:5
HP:52/52, Bloodied:26, Surge Value:13, Surges left:13/13
Initiative +2
Action Points: 1 (encounter)

Conditions

Powers
MBA: Waraxe, +9 vs AC, 1d12+7 damage and gain 4 THP (see Combat notes below)
RBA: Waraxe, +9 vs AC, 1d12+7 damage, 6/12
Combat Challenge, Pass Forward
Crushing Surge, Tide of Iron
Bold Victory, Dwarven Resilience, Guardian's Counter, Hack and Hew, Shield Edge Block
Comeback Strike, Dwarven Thrower Waraxe, Second Chance

Combat notes: +2 melee / close damage with THP, +2 to attack roll on OAs, OAs stop enemy movement
[/sblock][sblock=Immediate actions]1. Shield Edge Block when an adjacent enemy hits Castile with a close or melee attack and would have missed with a -4 penalty to the attack. Immediate Interrupt, +8 vs Fort, 2d6+4 damage and +4 THP. Effect: The target takes a -4 penalty to the triggering attack.

2. Combat Challenge when an adjacent enemy marked by Castile shifts or attacks an ally and doesn't include her in the attack. Immediate Interrupt, MBA vs AC. On a hit, the target is also pushed 1 if that would force it out of range for its triggering attack (no push otherwise).

3. Guardian's Counter when an ally within 2 squares of Castile is attacked and she isn't included. Immediate Interrupt, Castile and the ally switch places and she is the target instead. After the attack, she makes a basic attack vs the attacker.

4. Opportunity Attack as usual, 1/turn. MBA+2 vs AC. On a hit, the target stops moving (if a move provoked the OA).[/sblock]
 
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Pentius

First Post
Springing into action, Runs along the rocky ground, sliding to a stop on the ledge above the pterosaur nest. One hand on his sword hilt, he calls out to the pneckosaur, "Up here, beast!"
[sblock=Mechanics]
Double Move: to L13[/sblock]

[sblock=Noriaki]Noriaki Matsumoto
Male Human Thaneborn Barbarian 1
Initiative: +5(+7 with Takahaan)
Passive Perception: 12
Passive Insight: 13
Senses: Normal

AC:20
Fort:20
Reflex:18
Will:16
HP:45/45
Bloodied:22
Surges left:9/9
Surge Value:11
Action Points: 1

MBA: +10 to hit, 1d12+6 damage
Howling Strike
Pressing Strike

Escalating Violence []
Howl of Triumph []
Shrug it off []
Heroic Effort []
Second Wind []

Swift Panther Rage []


Conditions:

Feral Might(Thaneborn Triumph): Whenever you bloody an enemy, the next attack by you or an ally against that enemy gains a bonus to the attack roll equal to your Charisma modifier(+2).[/sblock]
 

Mewness

First Post
Pterosaur Wranglin’, Round 1

One of the long-necked reptile birds, apparently seeing Noriaki as a rival for its dinner, takes to the air, wheels around, and dives down at him from the side. Noriaki, smirking his contempt, steps aside at the last moment and the creature ends up driving its beak several inches into the ground. The other squawks in surprise as it is struck by Castile’s axe. Launching itself into the air, it dives straight at her, delivering a terrible blow and knocking her onto her back.

One of the airborne creatures swoops down towards Hú Lí, uttering a tremendously loud screech. Sasha almost loses her grip on her bow, and Hú Lí has such a ringing in her ears that her musical sense seems to desert her. The other creature swoops Noriaki, but he effortlessly avoids contact and returns a swift slash of his own. The creature banks to avoid it, gaining more altitude.

[sblock=actions and rolls]Pneckosaur 1 moves back and then charges to N13 (it has reach 2). Pneck 1 diving charge vs AC, Noriaki; damage
1(1d20) +11 = 12; 18(2d10) +12 = 30
miss!

Pneckosaur 2 moves up and charges to H10. Pneck 2 diving charge vs AC, Castile; damage
16(1d20) +11 = 27; 17(2d10) +10 = 27
hits Castile for 27 and she is knocked prone.

Pscreamosaur 1 moves to K4 and uses a close blast 3. Curdling screech vs Will, Sasha; Hu Li; Takahaan; damage
14(1d20) +8 = 22; 14(1d20) +8 = 22; 1(1d20) +8 = 9; 6(1d8) +6 = 12
. Sasha and Hú Lí are hit for 12 psychic damage and dazed (save ends). Taka takes half damage (6) and is not dazed.

Pscreamosaur 2 buzzes Noriaki, ending up in P11.
Swooping slash vs AC, Noriaki; damage
2(1d20) +11 = 13; 6(1d8) +6 = 12
miss.

Noriaki gets an OA on Pscreamosaur 2. Noriaki OA vs AC, pscream 2; damage
1(1d20) +10 = 11; 10(1d12) +6 = 16
misses as well.
[/sblock]

[sblock=SAVE THE CHICKS!]As a move action, you can make a DC 20 Nature check in an attempt to calm/coax the chicks. If you succeed, each chick immediately takes a move action as you direct, and does not take one on its usual turn. Chicks have a move of 4 (and see the section on terrain).

As a move action, you can make a DC 22 check with some other skill to attempt to influence the behavior of the chicks. I’ll allow anything that seems reasonable (Arcana to produce compelling lights or noises, interpersonal skills, etc.). If you succeed, pick one of the following effects:
-- one chick immediately takes a move action as you direct (and none on its usual turn) or
-- all the chicks give up their move actions for the round and do nothing.

Regardless of how many attempts you make to influence the chicks, no chick may take more than one move action each round.

As a standard action, you can make a DC 14 Acrobatics or Athletics check to grab an adjacent chick and hold onto it to keep it safe. You must fulfill the usual conditions for maintaining a grab (hand free, not dazed, etc.). While grabbed, a chick is considered to be in your square, but cannot be targeted by attacks. Each round that you hold the chick, you must repeat the Acrobatics or Athletics check on your turn as a free action. If you fail, the chick escapes into an adjacent square and moves on its turn as usual.

If you successfully influence a chick that you are holding using one of the methods above, it will stop trying to escape for as long as you hold it. You do not need to make any further Acrobatics or Athletics checks.

The chicks count as your allies, and can be targeted by things that affect allies. They do not have any attacks, cannot flank, and they do not provoke OAs when they move. If you use an effect on a chick that allows it to spend a healing surge and recover hit points, it is fully healed by that effect.[/sblock]

[sblock=Special Note about Falling] Because falling off the rightmost edge would probably be fatal (and at the very least would take a character completely out of the fight), it is impossible for a PC or Sasha to fall off into the blue area during this fight. If you would fall off under the normal rules (i.e. you are forced over the edge and fail your save), then you stay prone on the edge and in addition become dazed until the end of your next turn.[/sblock]

[sblock=Terrain and Elevation]All terrain is normal except for the nest, which is difficult terrain. The different shades of grey represent rock ledges at different elevations. The red numbers are elevations relative to the rough, light brown terrain at the top. (You can also tell where the drops are by the shadows: a thin shadow represents a 5-foot difference and a thick shadow represents a 10-foot difference.)

Moving to an adjacent square that is 5 feet higher or lower costs an extra square of movement. Moving to an adjacent square that is 10 feet higher or lower requires climbing (DC 15). Chicks can handle 5-foot changes without spending extra squares of movement, but they can’t handle 10-foot changes at all.[/sblock]

[sblock=Controlling Sasha]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 Sasha to use Twin Strike, you spend a standard action. If you want her 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=Sasha]Sasha
HP 22/34, Bloodied 17, Surge value 8; Surges 7/7
Str 10, Con 12, Dex 18, Int 12, Wis 14, Cha 12
AC 18, Fort 16, Reflex 18, Will 14
Skills: Nature +8, Perception +8, Stealth +10
Striker: 1/round, Sasha can deal 1d6 extra damage when she hits an enemy she has CA against.
:branged: longbow +9 vs. AC, 1d10+5 damage (range 20/40)
Twin Strike (standard; martial, weapon; ranged weapon, one or two creatures)
Attack: +9 vs. AC, two attacks
Hit: 1d10+1 damage per attack
[o] Evasive Strike (standard; martial, weapon; ranged weapon, one creature)
Special: Sasha can shift 3 squares either before or after the attack
Attack: +9 vs. AC
Hit: 2d10+5 damage
[o] Crucial Advice (immediate reaction; ranged 5)
Trigger: An ally within range that Sasha can see or hear makes a Nature, Perception, or Stealth check
Effect: The ally can reroll the skill check with a +2 power bonus.
[o] Heroic Effort (no action; personal)
Trigger: Sasha misses with an attack or fails a save
Effect: Sasha gains a +4 racial bonus to the attack roll or saving throw.
[o] Second Wind

Conditions: dazed (save ends)[/sblock]

[sblock=status]Good Guys
Castile (I8) HP 25/52; surges 13/13; prone, bloodied
Hú Lí (N3) HP 27/39; surges 8/8; dazed (save ends)
Kane (L1) HP 38/38; surges 10/10
Noriaki (L13) HP 45/45; surges 9/9
Takahaan (N4) HP 33/39; surges 8/8
Sasha (M4) HP 22/34; surges 7/7; dazed (save ends)

Chick 1 (J13)
Chick 2 (J14)
Chick 3 (K13)
Chick 4 (K14)

Bad Guys
Pneckosaur 1 (N13) diving charge used
Pneckosaur 2 (H10) 9 damage taken, marked by Castile, diving charge used
Pscreamosaur 1 (K4 +1) curdling screech used
Pscreamosaur 2 (P11 +4)
[/sblock]

[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs.

[sblock=Pscreamosaur (with the open beak)]Pscreamosaur
AC 19, Fort 17, Ref 18, Will 17; HP 62, bloodied 31
:bmelee: Bite +10 vs. AC, 1d8+6 damage or 2d6+6 damage with CA.[/sblock]
[sblock=Pneckosaur (with the long neck)]Pneckosaur
AC 18, Fort 17, Ref 19, Will 18; HP 80, bloodied 40
:bmelee: Bite (reach 2) +11 vs. AC, 2d10+5 damage.[/sblock][/sblock]
 

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GROMkill

First Post
OOC: Noriaki, Kane, and Castile get to make free action charge attacks on Pscreamosaur 1, who is now ground level and at N7. I set this up so we can cross-flank him, as long as Castile charges to M7, Kane to N6, and Noriaki to N8. Whoever posts second between Kane and Noriaki will get the CA, however!

EDIT: Crap, I'm stupid. Didn't realize that Castile was prone. Well, no charge for you, unless you want to pop your turn in before mine somehow ;P


Grasping Otaruhi Nodachi and his shield, Takahaan races under the bird-like creatures, eager to rumble with them. He glares at one, calling out to it and taunting it. Letting out a puff of flaming breath that just misses the creature, Takahaan reels back for a moment, feigning fatigue. The creature takes the bait and dive bombs him, leaving it wide open for a trifecta of his allies' blows.

[sblock=Mechanics]

Move: Walk to O7

Standard: Lamb to the Slaughter on Pscreamosaur 1. Hit, and he is pulled down one square and three more into N7, and Noriaki, Castile, and Kane can make free action charge attacks on him.

Minor: Dragonbreath on Pscreamosaur 1.

[sblock=rolls]
Attack roll: 1d20+10=21
Breath attack roll: 1d20+8=13[/sblock][/sblock]
[sblock=Takahaan]Takahaan Thanazashi Male Dragonborn Bravura Warlord 2
Initiative: +4
Passive Perception: 11
Passive Insight: 11
Senses: Normal
AC:20
Fort:18
Reflex:16
Will:18 HP:33/39
Bloodied:19
Surge Value:10
Surges left:8/8
Action Points: 1

Powers:

Brash Assault
Intuitive Strike
Dragon Breath [x]
Inspiring Word [ ]
Flattering Charge [ ]
Vengeance Is Mine [ ]
Lamb to the Slaughter [x]
Spur To Action [x]

Other Abilities:

Second Wind [ ]
Cloak of Resistance [ ]

Conditions


[sblock=Important Features] Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.[/sblock] [/sblock]
 
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