Blood pouring from his wounds, the Captain barks orders.
"Grrr... Give me some damn cover fire!"
However, the archers were less than responsive, occupied by a suddenly appearing wolf. The first crossbow Pirate backs away from the wolf, and fires quick shots, hitting both Hergunna and the wolf.
The bloodied Archer, in fear of his life, grabs the boarding rope used by the quartermaster and swings across to the Wind's Will. Taking aim, the archer picked out two targets close together, Hergunna and Kane, and fired. The bolt targeting Kane missed, but Hergunna took a bolt to the neck, which dropped her to the ground.
The third Archer, also backing away from the wolf, fired off a shot at the creature and Kruk. The attack on the wolf hit, bloodying the creature, but the pirate archer missed the fighter.
The quartermaster moved toward the corner of the ship and whipped his morning star toward Kruk, but the weapon bounced harmlessly off the dwarf's armor.
"I believe you attacked us first," The captain said to Kane, looking over his shoulder,
"and now your friend is dead because of it." He struck out with his chains, but missed well wide. Crouching down, the Captain took advantage of the wild attack and whipped the flail back, tripping up the bugbear again. Kane hit the ground hard, rolling back toward the starboard rail.
The Javelin Thrower ran down the port side of the ship. Stopping right next to Caroline, but unaware of her presence, he drew another Javelin and threw it at Wil, striking the bard in the back.
[sblock=Carolina]You can take an OA on the Javelin Thrower. If you do, you will no longer be hidden. If you decide to take it (I think you should), please roll for it.
[/sblock][sblock=Mechanics]
Pirate Archer L21
Move: to M20
Standard: Quickshot vs Hergunna and Wolf
Attack Hergunna:
1d20+11-2=18
Damage:
1d8+5=8
Attack Wolf:
1d20+11-2=28
Damage:
1d8+5=10
Pirate Archer K23
Move: to K22 to J22 to I21
Standard: Quickshot vs Hergunna and Kane
Attack Hergunna:
1d20+11-2=28
Damage:
1d8+5=12
Attack Kane:
1d20+11-2=12 Miss
Pirate Archer K24
Move: to K25
Standard: Quickshot vs Wolf and Kruk
Attack Wolf:
1d20+11-2=26
Damage:
1d8+5=7
Attack Kruk:
1d20+11-2=18 Miss
Pirate Quartermaster
Move: shift to F21
Standard: Morning Star vs Kruk
Attack:
1d20+14-2=16 Miss
Captain Smargat
Flail Trip Recharge:
1d6=5 Recharged
Standard: Flail Attack vs Kane
Attack:
1d20+13-2=12 Nat 1 Miss
Action Point: Flail Trip vs Kane
Attack:
1d20+11-2=25
Damage:
2d10+7=21
Effect: Kane is Prone and slides to F19
Move: to I18
Save vs Slowed:
1d20=6 nope
Javelin Dancer
Move: G17 to H16 to I15 to I14 to I13
Minor: Draw Javelin
Standard: Javelin Attack vs Wil
Attack:
1d20+12-2=22
Damage:
1d6+3 + 1d6(Skirmish) =10
[/sblock][sblock=Status]
Wil Rando: F14
21/40 HS 10/10 AP 1 MW 1/2
Hergunna: I19
-5/46 HS 9/9 AP 1,
Dying
Kane: F19
4/53 HS 10/10 AP 0,
Bloodied,
Prone
Kruk:
G21 55/55 HS 10/12 AP 1, SW Used
Carolina: I12
39/39 HS 7/7 AP 1
Summoned Wolf: L23
6/23 (AC:18, Fort:15, Reflex:17, Will:18)
Enemies:
Captain Smargat: I18
54/178 AP 0,
Bloodied,
Slowed,
Javelin Dancer: I14
60/70 Jav
1/3,
Pirate Quartermaster: F21
44/82, Marked by Kruk (+2 to hit TENT)
Pirate Archer: M20
45/45 Bolts
14/20
Pirate Archer: I21
22/45 Bolts
14/20,
Bloodied
Pirate Archer: K25
45/45 Bolts
14/20
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]