OOC:
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Mal, Carolina is already in K13, and I am not sure where to put you. So take your shift 3 before your turn.
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"The deck hands drop in a fight like frogs, frogs that rain from the sky," Bartleby Haff said.
"Oh magnetic Porse, would you repel some better fighters to the deck. These frogs are lacking in the lacky department."
The Haff lashed out at Kruk with his chain, and this time the weapon bit hard into the dwarf. Angered, Kruk struck back with a devastating slash of his own. The Pirate adjacent swung at Kruk, but missed.
The other pirate, this one close to the ranged heroes, moved in next to the mage. But his attack was awkward and easily dodged.
As requested, two more enemies popped up from below decking, maneuvering into position.
The ship broke against a huge wave, sending the forward section up into the air and sinking the aft section downwards. The sudden and dramatic shift in direction sent half the heroes and half the villians sliding down the deck.
[sblock=Ship Motion Change Mechanics]
Ship Motion Change: Atheltics DC 22
Wil Rando: 23
Kane: 20
Kruk: 17
Carolina: 27
Charina: 31
Khemnos: 8
Pirate 1: 33
Pirate 3: 22
Bartleby Haff: 21
Haneth "Tesla" Tsalaxa: 16
Tarkanan Assassin: 21
Current Deck Direction: Forward is high (uphill)
- Moving from left to right: +1 to move
- Moving from right to left: Difficult Terrain
Effect: On a fail, you are pushed three squares in the direction of the downward slope (forward or aft). If a push would move you to a square off deck, push over deck rules (below) apply. If you roll a nat 1, you fall prone.
Save vs Prone:
Kane: Saved
Haff: Saved
[/sblock]Kane and the Haff slammed against the deck rail, but maintained their footing. Kruk, the assassin, and Khemnos stumbled, but also stayed afoot. Tesla stumbled back and tripped over himself, sprawling on to the deck.
[sblock=Motion in the Ocean]
Active effects:
[sblock=I will roll these]As the boat crests/troughs the swells, the angle of the ship's deck will change dramatically between forward and Aft. Athletics or Acrobatics check, DC 22:
On a success you are not moved. On a fail, you are pushed three squares in the direction of the downward slope (forward or aft). If a push would move you to a square off deck, push over deck rules (below) apply. If you roll a nat 1, you fall prone.
The NPCs are considered to have +15 for this skill check. [/sblock]
Passive effects:
Moving to the upper side/from where the water is coming, takes X2 squares of movement. Going to the lower part of in favor of the swell, lets you move an additional square for each square you move in that direction. I will include the below stat block in my posts, which will hopefully make this effect quite clear.
Check Map Block for Current Deck Direction
[/sblock][sblock=Push over deck]The ship's railing prevents normal push/pull/shift falling rules. So, if you use a forced movement power which would normal be able to move an enemy off the ship, the enemy still rolls a save; If the save passes, movement ends at the deck railing with no other effects. If the save fails, movement ends at the deck railing and the character goes prone.
To actually get someone over the edge, you need to:
1. Grab (standard) sorry, the bad guy gets a chance to escape
2. Sustain grab (minor). Lift and Move grabbed enemy (Standard) with a STR vs. Fort. to force the enemy over the rail. The player's STRx20 must be more than the enemy's weight, which I think might preclude some of the smaller characters from attempting this.
[/sblock][sblock=Cover/Concealment]Most of the junk on the ship's deck is not that tall. Since Carolina is small, she can crouch behind the cannons and the boats to get total concealment. Everyone else at medium size would need to go prone behind the objects to achieve the same effect. Otherwise, you can get the -2 variety only. [/sblock][sblock=Dim Light]
Characters who have normal vision can’t see well in dim light: Creatures in the area have concealment (-2 to hit with melee / ranged). Characters who have low-light vision or darkvision see normally in dim light.
I have adjusted the enemy stat blocks to include any attack penalties as part of their stated stats.
[/sblock][sblock=mechanics]
Bartleby Haff
Move: NA
Standard: Chain Attack vs Kruk (AC)
Attack:
1d20+12=32 Crit
Damage: 1d10+5=15
Effect: Immobilized TSNT-Bart
IA: Kruk: Strikebacks: Hits
32 for 17
Pirate 3
Move: NA
Standard: Cutlass vs Kruk
Attack:
1d20+12=20 Miss
Damage: 2d6+5=0
Pirate 1
Move: Shift to H15
Standard: Cutlass vs Khemnos
Attack:
1d20+12=13 Miss
Damage: 2d6+5=0
Haneth "Tesla" Tsalaxa
Move: up to deck
Standard: Move: to I17
Minor: Changeling Disguise
Tarkanan Assassin
Move: up to deck
Standard: Move: to H21 (avoid OA)
[/sblock][sblock=Status]
Wil Rando: G12
70/70 HS 8/8 AP 1 MW 2/2
Kane: G26
88/88 HS 11/11 AP 1
Kruk: G25
79/94 HS 12/12 AP 1,
Immobilized TSNT-Bart
Carolina: K13
64/64 HS 7/7 AP 1
Charina: J15
69/69 HS 7/7 AP 1
Khemnos: I18
56/56 HS 9/9 AP 1
Pirate 1: H15
13/95,
Bloodied
Pirate 3: H23
36/95,
Bloodied
Bartleby Haff: F25
79/96,
-2 Atk TENT-Kane
Haneth "Tesla" Tsalaxa: I20
154/154,
Prone
Tarkanan Assassin: G24
152/152
???
Pirate 2: I23 0/95, Dead
Dire Beast Hunter 1: K23 -14/76, dead
[/sblock][sblock=Map]
The Hatch at H24:I24 is the ladder which leads below deck.
Current Deck Direction: Forward is high (uphill)
- Moving from left to right: +1 to move
- Moving from right to left: Difficult Terrain
[/sblock][sblock=Enemies]
Bartleby Haff
Medium natural humanoid, human
Level 9 Soldier (Leader)XP 400
HP 96; Bloodied 48 Initiative +8
AC 25, Fortitude 23, Reflex 21, Will 20 Perception+3
Speed 6
Immune fear
Insane Litany Aura 5
All allies in the aura gain a +1 bonus to attack rolls and a +2 bonus to saving throws.
Chain (Standard, At-Will)
Attack: Melee 2 (one creature); +12 vs. AC
Hit: 1d10 + 5 damage, and the target is immobilized until the start of Bartleby’s next turn.
Wrenching Chain (Standard, At-Will)
Attack: Melee 3 (one creature); +12 vs. AC
Hit: 1d10 + 5 damage, and Bartleby pulls the target up to 2 squares. If Bartleby has combat advantage against the target, he also knocks the target prone.
Chains of Madness (Standard, Encounter)
Attack: Close blast 3 (enemies in the blast); +12 vs. Reflex
Hit: 1d10 + 5 damage, and the target takes a -2 penalty to attack rolls and cannot move away from Bartleby (save ends both).
Dark Eye of Tharzidun (Minor, At-Will) 1/round
Attack: Ranged 5 (one immobilized creature); +12 vs. Will
Hit: The target goes insane (save ends). While insane, when the target starts its turn, it rolls a d6. On an even number, it acts normally. On an odd number, it becomes dominated by Bartleby until the start of its next turn.
Equipment: chain
Human Dire Beast Hunter
Initiative +8 Senses Perception +12
HP 76; Bloodied 38
AC 22; Fortitude 21, Reflex 22, Will 21
Speed 6
Spear (standard, at-will) Weapon
+14 vs AC; 2d8+5 damage.
Poisoned Crossbow (standard, at-will) Poison, Weapon
Ranged 15/30; +14 vs AC; 2d8+3 damage, and ongoing 5 poison damage (save ends).
Trapping Net (standard; requires net, encounter)
Ranged 3; +14 vs Reflex; the target is restrained (save ends).
Equipment: crossbow , crossbow bolt x40 poisoned, net , spear .
Human Pirate
Initiative +8 Senses Perception +5
HP 95; Bloodied 47
AC 23; Fortitude 21, Reflex 21, Will 20
Speed 7
Cutlass (standard, at-will) Weapon
+12 vs AC; 2d6+5 damage.
Rigging Monkey (minor; encounter)
The human pirate gains a climb speed of 7 until the end of its next turn.
Scurvy Dog's Flank
A human pirate gains a +1 bonus to attack rolls against an enemy it is flanking, and its attacks deal 2d6 extra damage to that creature.
Equipment: cutlass (short sword)
Haneth Tsalaxa
Medium natural humanoid (changeling, shapechanger)
HP 154; Bloodied 77 Initiative +12
AC 23, Fortitude 21, Reflex 22, Will 21 Perception+9
Speed 6
Saving Throws +2; Action Points 1
STANDARD ACTIONS
Short Sword (Poison, Weapon) At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 3d6 + 6 damage. If the target is granting combat advantage to Haneth, it takes ongoing 5 poison damage (save ends).
Dagger (Weapon) At-Will
Attack: Ranged 5 (one creature); +10 vs. Reflex
Hit: 4d4 + 6 damage.
Slick Swordplay At-Will
Effect: Haneth uses short sword twice, making each attack against a different target. Haneth can shift 3 squares before, after, or between the attacks.
Handful of Poison (Poison) Recharge 5,6
Attack: Close blast 3 (creatures in the blast); +12 vs. Fortitude
Hit: 3d6 + 6 poison damage, and the target is blinded (save ends).
MINOR ACTIONS
Changeling Disguise (Polymorph) At-Will
Effect: Haneth can alter his physical form to take on the appearance of any Medium humanoid, including a unique individual. Haneth retains his statistics in his new form. His clothing, armor, and other possessions do not change. To assume a specific individual’s form, Haneth must have seen that individual.
Haneth's Trick Recharge (6)
Effect: One enemy Haneth can see grants combat advantage to him until the end of his next turn.
Skills Bluff +12, Insight +9, Stealth +13
Equipment: blinding powder, dagger x2, leather armor , short sword
Tarkanan Assassin
Medium natural humanoid , human
Initiative +11 Senses Perception +10
HP 152; Bloodied 76
AC 26; Fortitude 22, Reflex 25, Will 25
Saving Throws +2
Speed 6
Action Points 1
Dagger (standard, at-will) Weapon
+12 vs AC; 1d4+5 damage.
Tear through Space (standard, recharges when first bloodied) Teleportation, Weapon
+12 vs AC; 2d4+7 damage.
Khyber's Veil (minor 1/round, at-will) Illusion
Close burst 3; targets one creature; the Tarkanan assassin is invisible to that target until the end of the assassin’s next turn.
Combat Advantage
A Tarkanan assassin deals 2d6 extra damage against any creature granting combat advantage to it.
Fearsome Blade
A Tarkanan assassin can score a critical hit on a roll of 18–20 when making a dagger attack.
Alignment Unaligned Languages Common
Skills Bluff +13, Stealth +17, Streetwise +13, Thievery +14
Equipment: dagger .
[/sblock][sblock=Adventure Summary]
Motives
Everyone: Report back to Byron & decide what to do with the information about the brotherhood.
[sblock=LB3 Summary]
Summary of Events
1. Bested Pirates en route to Allaria. Traveled on the ship
Wind's Will captained by
Captain Levenbrech, and mated by
Porse and
Trig.
2. Arrived in the port, to find it besieged by Lizards from the unending mire. Defeated lizards and met/teamed up with Charina.
3. Journeyed to Geardagas and asked the locals for information with mixed results (
link to the leads gathered).
4. Went to the temple of Netari, where the new priest,
Father Niris, has been tending to the ill (apparently quite poorly). He led the players into the catacombs, where his zombie minions ambushed. The priest, over confident, rambled on about
Hellview (
background reference for players).
5. Dealing a mortal blow to the Priest, he says
Master De Luccia (First time they have heard the name) cannot be stopped, and he stated that Greggor "
will be... among the first... at Hellview." The priest laid dying on the floor with his fallen minions.
6. As they approach Hellview, they encounter the ghost of
Sir Alistair Glasston, who begged them to enter the cave and retrieve his lost battleaxe.
7. They entered Hellview, and came across a portal, as well as some guards/workers. It seems they were using zombies to dig a new path near the portal...
8. They step through the portal into a bizarre world. A demon statue looms ahead, with a tall gate behind. The bodies of fallen adventurers, as well as a dead demon, lay about the floor. Wil Triggered the Demon statue trap, alerting the nearby demon's.
9. After a long battle, they slew all of the demons who had come through the hell gate, and they found
Sir Alistair Glasston's lost battleaxe. But Greggor was still missing, and there is the question of why the demons were digging.
10. Hergunna departed the group to alert the local militia, while the others pressed ahead North, trying to find the source of the demon-aligned miners, as well as the lost silver.
11. They came upon a wall blocking the road to the mine. Mounted knight
Brother Arleas leads a band of outlaws and zombies to defend the mine entrance. After slaying the Knight and half his men, the remaining wizards and archers closed the gate. The battle continued until only the fat temporal wizard,
Alaria, remained alive. She pleaded for her life to be spared.
12. Alaria identified the men who hired her as being part of
the Brotherhood.
13. They entered the mine and found
Greggor with some other miners. Greggor shows them a path recently carved from the mine into the Hellview portal tunnels. They are using the tunnel to subvert the protection which bars them from exiting the portal into Alaria.
14. By the portal, they opened up the wall to reveal a hidden demon temple. Inside,
Master De Luccia brings the demon
Amendfohl (the same demon that
Sir Alistair Glasston fought during the fall of Allaria) back to life. De Luccia Declared, "
The time for the Brotherhood of the Bright Eon is once again at hand." The players slay the demon, and De Luccia offers them a deal where everyone just walks away. The players balk, and attack. DeLuccia drops Kruk and threatens to kill the dwarf if they don't leave, but the players press the attack, and kill the brotherhood master as well.
[/sblock]
Summary of Events
1. The adventurers return to Geardagas. They meet with Count Saga, who puts them on a quest to Alert Daunton to the Brotherhood threat and request aid for Allaria. They are joined by the mage Khemnos.
2. They board the Wind's Will to return back to Daunton, but things seem off. The Captain and his second mate are missing; First Mate Porse seems to be running the ship, and he is his usual unfriendly self. Over dinner, they question Porse, and get a bad feeling about the Sailor's intentions.
3. The Sailors made a move against the adventurers at night. The sea is rough.
[/sblock]