OOC:
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Does Besheba's Boon's THP stack?
Oops, ignore the coordinates next to Dorn.
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you mark me, I bite you, that is how it...how it...what are you made of, something out of d20 future?! Count Tensixex shouts, unsuccessfully trying to bite through Cur ExSixTen's plating.
Food! Quagmire hears from the sharks as they circle around Hastings and rip into him with their teeth, the Tiefling manages to get away just in time and gets back onto the boat.
Dorm Wellington just stands there due to Jax's stun, looking at Jax in terror.
Glugyug Charge you too! he yells, running at Andras and slamming his double-axe into Andras and using the opening to grab onto him with his teeth.
[sblock=actions]
Shark 1:
Move:L13
Standard: Bite vs Hastings, 23 vs AC
miss
Shark 2
Move:O12
Standard: Bite vs Hastings, 40 vs AC 21 damage.
Shark 3
Move:N13
Standard: Bite vs Hastings, 38 vs AC
28 damage.
Count Tensixex:
Move
16
Standard: Taste of life vs Sir ExSixTen ,
miss.
save failed
Hastings:
rolls
Move: up to surface.
OA from sharks:
Shark 1: 38 vs AC 28 damage
Shark 2 miss
Shark 3 33 vs AC 28 damage
Move:Climb up boat.
save succeed.
Dorm the Destroyer:
Stunned
save failed
Glugyug:
Furious Onslaught recharges.
Move: W14
Standard:Charge Andras with double axe
28 vs AC hit for 17 damage
Free: Feast, Andras is grabbed (save or escape ends)
[/sblock]
[sblock=Combatants]
Hastings Wellington, Male Tiefling,
HP 25/282; Bloodied 141,
AC 29; Fortitude 26; Reflex 30; Will 29
Saving Throws +2; Action Points 0
Dorm (The Destroyer) Wellington, Male Mul, marked TenT, -1 AC(save ends), 5 cold vulnerability TENT Jax, and stunned TENT Jax
HP 10/166; Bloodied 83
AC 29-1; Fortitude 25; Reflex 27; Will 26
Count TenSixEx, Male Warforged
HP
176/189; Bloodied 95, marked TenT, -1 AC(save ends)
AC 32; Fortitude 32; Reflex 24; Will 24
Resistant: 10 Necrotic
Variability: 10 Radiant
Glugyug, Male Goblyn, marked EONT
HP 82/171; Bloodied 86
AC 30; Fortitude 29; Reflex 26; Will 28
Shark
HP 100/100; Bloodied 50
AC 30; Fortitude 28; Reflex 21; Will 20
Cur ExSixTen:
8+54/116, werewolf form (+2 power bonus to speed,+2 power bonus to damage, 6 regenerate when not bloodied), regen 7 bloodied
Dorn:
44/93,
Dorn's square and all adjacent are heavily obscured, melee and ranged attacks from more than one square away take a -5, and adjacent melee and ranged take -2,
Jax:44/88,
Andras:64/81, +1 AC and Ref EONT, grabbed (save or escape ends)
Quagmire: 75/82, Quagmire heals +5 with any healing powers used until end of next turn,+2 to attack rolls and +5 to damage rolls until end of next turn, but if miss with first attack, grant CA, grants CA to Hastings EONT
Soul of the Shark (Daily Minor Personal [FONT="]&
#1 0022;[/FONT] Polymorph, Primal, Shadow)
Effect: I change into a hybrid shark/hobgoblin until the end of the encounter. I keep all equipment, armor, and weapons, and can use them normally. I gain a swim speed equal to my land speed and can breathe underwater (and in air). I can communicate with carnivorous fish (though some may have only animal intelligence). I gain proficiency with my bite attack: +16 vs AC for 1d12+7 damage. I also gain +2 to Intimidate checks, +4 power bonus to damage rolls, +1 power bonus to attack rolls. I can end hybrid form as a minor action. Using any other power with the Polymorph keyword ends this power.
Uncle Jaz: 55/91
[/sblock]
[sblock=Uncle Jaz (updated with more to hit and extra backstab usage)]
Uncle Jaz (Male Kobold Thief) Level 13 Elite Skirmisher Small
HP 91; Bloodied 46
AC 27; Fortitude 25; Reflex 29; Will 24
Speed 6
Saving Throws +2; Action Points 1
Initiative +17 Perception +19
Traits:
Sneak Attack
Enemies granting combat advantage to Jaz take an extra 3d6 damage once per round.
Masterful Action
When spending an AP with an attack power and with combat advantage against the target, Jaz can use his sneak attack against the target regardless of if he used it this turn.
Standard Actions: (Note: Jaz does not have to reload his crossbow).
RBA: Custom Made Hand Crossbow • At-Will
Attack: Ranged 5; +22 vs. AC
Hit: 1d8 + 8.
Standard Actions:
MBA: Dagger
Attack: Melee 1; +18 vs. AC
Hit: 1d4
Move Actions:
Technical Trick • At-Will
Effect: Jaz moves up to his speed and does not draw OA. Every enemy within 5 squares grants combat advantage to him.
Trapmaker's Trick • At-Will
Effect: No movement. Every enemy within 5 squares grants combat advantage to Jaz. The next basic attack Jaz makes this round also causes the enemy to take a -2 to defenses until the end of Jaz's next turn.
Coward's Trick • At-Will
Effect: No movement. Every enemy within 5 squares grants combat advantage to Jaz. The next basic attack Jaz makes this round also causes the enemy to take a -2 to hit until the end of Jaz's next turn.
Minor Actions
R Sneak in the Attack • Encounter
Effect: Ranged 5 Until the start of Jaz's next turn the first ally's attack with CA that hits the target deals an extra 3d6 damage to the targeted enemy.
Shifty • At-Will
Effect: Jaz shifts 1 square.
Free Actions:
Backstab • Encounter
Effect: Jaz gains an extra +3 power bonus to hit and the enemy takes an extra 2d6 damage if it hits.
Special: Jaz can use this twice per encounter.
Triggered Actions:
It's a Trap! • Encounter (used)
Requirements: An enemy hits Jaz with a melee attack.
Effect (Immediate Reaction): Jaz shifts 5 squares and makes an RBA against the target.
Skills Acrobatics +20, Athletics +12, Dungeoneering +12, Insight +12, Stealth +20, Streetwise +12, Thievery +20
Alignment: unaligned Languages: Common, Draconic
[/sblock]
[sblock=Terrain]
The barrels, cannons, boxes etc. are difficult terrain.
The party is currently on the upper level, they can go down the stairs or just off the bannister to reach the lower level. Climbing up to the upper level without using the stairs requires a DC 18 athletics check.
Characters can be pushed off in the water but get a save. You can use ropes on the ship to climb back up out of the water, this requires no check but takes a full move action.
The round wooden things is the mast, You can pass through but not end your turn in the square.
Underwater Rules:
Quagmire gains CA and Concealment against enemies underwater without waterbreathing, enemies underwater takes 10 ongoing damage (starting this turn)
You can drag them deeper or move them around if they are grabbed.
[/sblock]