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Adventure: Lord Byron's High-Seas High-Stakes (DM: Tenchuu, Judge: H.M.Gimlord)
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<blockquote data-quote="Tenchuu" data-source="post: 5172625" data-attributes="member: 85539"><p>The Pirate Captain jeered as a second sneak attack hit him. <span style="color: DarkRed"><strong>"Damn you, come out and fight me like a man!"</strong></span> He said this not knowing Carolina was indeed a woman. </p><p></p><p><strong><span style="color: Red">"I'll be back for you, yet,"</span></strong> The 1st mate said to Kruk, unconvincingly. </p><p></p><p><span style="color: DarkRed"><strong>"Where are you going!?"</strong></span> Bellowed the captain, but the pirate ignored his skipper, gracefully weaving around the captain to move to the other side of Hergunna. </p><p></p><p><span style="color: Red"><strong>"Move up!"</strong></span> the 1st mate ordered, ignoring the Captain's protest,<strong> <span style="color: Red">"Wilem, take the Archer; Quart, flank!"</span></strong></p><p></p><p>The Javelin wielding pirate moved up the ship; He drew back and threw the long projectile, striking Wil in the shoulder. The pirate Quartermaster followed suit, stepping up to engage Hergunna. He lifted his morningstar over head and swung down, but the hearty woman dodged the attack. </p><p></p><p>However, while distracted, the 1st mate stabbed quickly with both blades, landing deep wounds that ran red with blood. </p><p></p><p><span style="color: DarkRed"><strong>"Very well. We'll finish this one first," </strong></span>The Captain said, irritation still evident in his voice, attacking with his flail, but the chains wrapped around the Druid's totem harmlessly. Despite the miss, the Pirate stood his ground, and Hergunna found herself surrounded by pirates. </p><p></p><p>The pirate archers unleashed another salvo of crossbow bolts. One found Hergunna, sticking in to her back; one found Kane, piercing a vein in his neck, gushing blood; and one found Kruk, scoring on the upper chest.</p><p></p><p>[sblock=Mechanics] </p><p>Pirate 1st Mate</p><p> Recharge Counter: <a href="http://invisiblecastle.com/roller/view/2505740/" target="_blank">1d6 = 1</a></p><p>Move: Ignoble Escape (Ends Marked conditions, shift 6). </p><p>Shift G20 to H20 to I19 to H18 to G18</p><p>Standard: Ready Action: Fencing Strikes vs Hergunna</p><p>Trigger: Ally flanks Hergunna </p><p></p><p>Javelin Dancer</p><p>Move: H21 to I20 to I19 to I18 to I17 to H17 to G17</p><p>Minor: Draw Javelin</p><p>Standard: Javelin Attack vs Wil</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2505860/" target="_blank">1d20+12-2=26</a></p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2505860/" target="_blank">1d6+3 + 1d6(Skirmish) = 9</a></p><p></p><p>Pirate Quartermaster</p><p>Move: I21 to H21 to G20</p><p>Standard: Morning Star vs Hergunna</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2505863/" target="_blank">1d20+14-2=14</a> Miss</p><p></p><p>Pirate 1st Mate</p><p>Immediate Interrupt: Fencing Strikes vs Hergunna</p><p>Attack1: <a href="http://invisiblecastle.com/roller/view/2505866/" target="_blank">1d20+11-2+2=25</a></p><p>Attack2: <a href="http://invisiblecastle.com/roller/view/2505866/" target="_blank">1d20+11-2+2=18</a></p><p>Damage1: <a href="http://invisiblecastle.com/roller/view/2505866/" target="_blank">2d6+5=8</a></p><p>Damage2: <a href="http://invisiblecastle.com/roller/view/2505866/" target="_blank">2d4+5=12</a></p><p>CA Damage: <a href="http://invisiblecastle.com/roller/view/2505866/" target="_blank">2d6=7</a></p><p></p><p>Captain Smargat</p><p>Flail Trip Recharge: <a href="http://invisiblecastle.com/roller/view/2505869/" target="_blank">1d6=2</a></p><p>Standard: Flail Attack vs Hergunna</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2505873/" target="_blank">1d20+13-2=14</a> Miss</p><p></p><p>Pirate Archer L21</p><p>Standard: Quickshot vs Hergunna and Kruk</p><p>Attack Hergunna: <a href="http://invisiblecastle.com/roller/view/2506337/" target="_blank">1d20+11-2=18</a></p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2506337/" target="_blank">1d8+5=7</a></p><p>Attack Kruk: <a href="http://invisiblecastle.com/roller/view/2506337/" target="_blank">1d20+11-2=19</a> Miss</p><p></p><p>Pirate Archer K23</p><p>Standard: Quickshot vs Kane and Kruk</p><p>Attack Kane: <a href="http://invisiblecastle.com/roller/view/2506339/" target="_blank">1d20+11-2=10</a> Miss</p><p>Attack Kruk: <a href="http://invisiblecastle.com/roller/view/2506339/" target="_blank">1d20+11-2=22</a> Miss</p><p> </p><p>Pirate Archer K24</p><p>Standard: Quickshot vs Kane and Kruk</p><p>Attack Kane: <a href="http://invisiblecastle.com/roller/view/2506341/" target="_blank">1d20+11-2=26</a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2506341/" target="_blank">1d8+5=13</a></p><p>Attack Kruk: <a href="http://invisiblecastle.com/roller/view/2506341/" target="_blank">1d20+11-2=26</a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2506341/" target="_blank">1d8+5=13</a></p><p>(Note: Not a goof. Seriously a duplicate roll)</p><p></p><p>[/sblock][sblock=Status]</p><p> Wil Rando: F13 <span style="color: Lime">31/40</span> HS 10/10 AP 1 MW 2/2 </p><p> Hergunna: G19 <span style="color: DarkRed">5/46 </span>HS 9/9 AP 1, <span style="color: DarkRed">Bloodied</span></p><p> Kane: F19 <span style="color: DarkRed">25/53</span> HS 10/10 AP 0, <span style="color: DarkRed">Bloodied</span></p><p> Kruk: F20 <span style="color: Lime">42/55 </span>HS 11/12 AP 1</p><p> Carolina: I12 <span style="color: Lime">39/39 </span>HS 7/7 AP 1 </p><p> </p><p> <strong>Enemies:</strong></p><p> Captain Smargat: H19 <span style="color: Lime">101/178 </span>AP 1, -4 Def TENT Hergunna</p><p> Pirate 1st Mate: <span style="color: White">G18 </span><span style="color: Lime"><span style="color: DarkRed">29/136</span> </span>AP 0, <span style="color: DarkRed">Bloodied</span>,</p><p> Javelin Dancer: G17 <span style="color: Lime">60/70</span> Jav <span style="color: Plum">2/3</span>, -4 Def TENT Hergunna</p><p>Pirate Quartermaster: G20 <span style="color: Lime">82/82 </span></p><p> Pirate Archer: L21 <span style="color: Lime">45/45 </span>Bolts <span style="color: Plum">16/20</span> </p><p>Pirate Archer: K23 <span style="color: Lime">35/45 </span>Bolts <span style="color: Plum">16/20</span>, -4 Def TENT Hergunna</p><p>Pirate Archer: K24 <span style="color: Lime">45/45 </span>Bolts <span style="color: Plum">16/20</span></p><p></p><p><span style="color: DimGray"><s>Thug: G20</s> </span><span style="color: DimGray">0/1 Dead</span></p><p><span style="color: DimGray"><s>Thug: I20</s> </span><span style="color: DimGray">0/1 Dead</span></p><p> </p><p> [/sblock][sblock=map]</p><p> <img src="http://www.nexusnine.net/images/L4E/Byron2-1-4.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p> [/sblock][sblock=Enemies]</p><p> <strong>Captain Smargat</strong></p><p>Medium natural humanoid, human Level 8 Elite Skirmisher</p><p>Initiative +9 Senses Perception +6</p><p>HP 178; Bloodied 89</p><p>AC 22; Fortitude 21, Reflex 20, Will 20</p><p>Saving Throws +2</p><p>Speed 6</p><p>Action Points 1</p><p><strong>Flail (standard, at-will) Weapon</strong></p><p>+13 vs AC; 1d10+7 damage, and Smargat shifts 1 square. Reach 2.</p><p><strong>Flail Trip (standard; requires a flail and combat advantage against the target, recharge 4,5,6 ) Weapon</strong></p><p>+11 vs Fortitude; 2d10+7 damage, and Smargat slides the target 1 square and the target falls prone. Smargat shifts 1 square. </p><p><strong>Parrying Chains (immediate interrupt, when a melee attack hits or misses smargat; requires two flails, at-will) Weapon</strong></p><p>+13 vs AC; 1d10+5 damage, and Smargat gains a +2 bonus to the defense that the triggering attack targeted against the triggering attack.</p><p><strong>Whirling Escape (free, when a melee or close attack misses smargat; at-will)</strong></p><p>Smargat shifts 1 square.</p><p></p><p><strong>Pirate 1st Mate </strong>(Reskin: Amreth Gaunt)</p><p>Medium natural humanoid, human Level 6 Elite Skirmisher (Leader)</p><p>Initiative +9 Senses Perception +11</p><p>HP 136; Bloodied 68</p><p>AC 21; Fortitude 17, Reflex 19, Will 18 ; +2 to all defenses against opportunity attacks</p><p>Saving Throws +2</p><p>Speed 6</p><p>Action Points 1</p><p><strong>Short Sword (standard, at-will) Weapon</strong></p><p>+11 vs AC; 2d6+5 damage.</p><p><strong>Dagger (standard, at-will) Weapon</strong></p><p>+11 vs AC; 2d4+5 damage.</p><p><strong>Dagger (standard, at-will) Weapon</strong></p><p>Ranged 5/10; +11 vs AC; 2d4+5 damage.</p><p><strong>Fencing Strikes (standard, at-will) Weapon</strong></p><p>Gaunt makes a short sword attack and a dagger attack (melee or ranged), and he shifts 1 square after each attack.</p><p><strong>Surprise Counter (immediate interrupt, when hit or missed by a melee attack, recharge 5,6 ) Weapon</strong></p><p>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.</p><p><strong>Muddling Slash (standard; requires short sword, encounter) Weapon</strong></p><p>+11 vs AC; 2d6+5 damage, and the target is slowed and grants combat advantage (save ends both), and it slides 2 squares.</p><p><strong>Blinding Bomb (standard, at-will) Weapon</strong></p><p>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.</p><p><strong>Ignoble Escape (move; encounter)</strong></p><p>Gaunt ends any marked condition currently affecting him, and he shifts 6 squares.</p><p><strong>Combat Advantage</strong></p><p>Gaunt deals 2d6 extra damage when he hits a creature he has combat advantage against.</p><p><strong>Quick Draw</strong></p><p>Gaunt can draw an item as part of the same action required to use that item.</p><p></p><p><strong>Pirate Archers </strong>(reskin: Chevkos's Crossbowman) </p><p>Medium natural humanoid, human Level 4 Artillery</p><p>Initiative +6 Senses Perception +4</p><p>HP 45; Bloodied 22</p><p>AC 16; Fortitude 16, Reflex 18, Will 16</p><p>Speed 6</p><p><strong>Short Sword (standard, at-will) Weapon</strong></p><p>+9 vs AC; 1d6+2 damage.</p><p><strong>Crossbow (standard, at-will) Weapon</strong></p><p>15/30; +11 vs AC; 1d8+5 damage.</p><p><strong>Quick Shot (standard, encounter)</strong></p><p>The crossbowman makes crossbow attacks against two different targets.</p><p></p><p><strong>Pirate Quartermaster </strong>(reskin: Waterdeep Street Thug</p><p>Medium natural humanoid, human Level 7 Soldier</p><p>Initiative +9 Senses Perception +5</p><p>HP 82; Bloodied 41</p><p>AC 21; Fortitude 19, Reflex 20, Will 17</p><p>Speed 6</p><p><strong>Morningstar (standard, at-will) Weapon</strong></p><p>+14 vs AC; 1d10+5 damage, and target is marked until the end of the thug’s next turn.</p><p><strong>Poisoned Dagger (standard, encounter) Poison, Weapon</strong></p><p>Ranged 5/10; +14 vs AC; 1d4+6 damage, ongoing 5 poison damage, and the target grants combat advantage (save ends both).</p><p><strong>Rattling Smash (standard, encounter) Fear, Weapon</strong></p><p>+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.</p><p></p><p><strong>Human Javelin Dancer</strong></p><p>Medium natural humanoid, human Level 6 Skirmisher</p><p>Initiative +8 Senses Perception +4</p><p>HP 70; Bloodied 35</p><p>AC 21; Fortitude 18, Reflex 19, Will 17</p><p>Speed 6</p><p><strong>Spear (standard, at-will) Weapon</strong></p><p>+11 vs AC; 1d8+3 damage.</p><p><strong>Mobile Attack (standard, at-will)</strong></p><p>The human javelin dancer shifts 3 squares and makes one spear attack during the move.</p><p><strong>Javelin (standard, at-will) Weapon</strong></p><p>Ranged 10/20; +12 vs AC; 1d6+3 damage.</p><p><strong>Adept Retreat</strong></p><p>A human javelin dancer does not grant combat advantage from running.</p><p><strong>Skirmish</strong></p><p>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.</p><p><strong>Notable Equipment:</strong> Enduring Beast Armor +1 </p><p></p><p><strong>Thug</strong></p><p>Medium natural humanoid, human Level 8 Minion</p><p>Initiative +7 Senses Perception +4</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 20; Fortitude 20, Reflex 20, Will 19</p><p>Speed 6</p><p><strong>Morningstar (standard, at-will) Weapon</strong></p><p>+11 vs AC; 7 damage.</p><p><strong>Beatdown (standard; requires combat advantage, at-will) Weapon</strong></p><p>+11 vs AC; 7 damage, and the thug knocks the target prone.</p><p>[/sblock][sblock=Notes on enemy interrupts]</p><p><strong>Captain Smargat</strong></p><p><strong></strong>1. Any melee attack will trigger his Parrying chains ability. Go ahead and roll the attack for this.</p><p>2. A missed melee or close attack will trigger his Whirling escape. I will decide if he uses these. </p><p></p><p><strong>1st Mate</strong></p><p><strong>(Currently Not Charged)</strong> Any melee attack triggers the surprise counter, if it is charged. Go ahead of roll for this. Don't forget the bonuses to hit and damage for combat advantage. </p><p>[/sblock][sblock=Dim Light]</p><p> 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.</p><p> </p><p> So, all of the enemies will have -2 to hit everyone else.</p><p> [/sblock]</p></blockquote><p></p>
[QUOTE="Tenchuu, post: 5172625, member: 85539"] The Pirate Captain jeered as a second sneak attack hit him. [COLOR=DarkRed][B]"Damn you, come out and fight me like a man!"[/B][/COLOR] He said this not knowing Carolina was indeed a woman. [B][COLOR=Red]"I'll be back for you, yet,"[/COLOR][/B] The 1st mate said to Kruk, unconvincingly. [COLOR=DarkRed][B]"Where are you going!?"[/B][/COLOR] Bellowed the captain, but the pirate ignored his skipper, gracefully weaving around the captain to move to the other side of Hergunna. [COLOR=Red][B]"Move up!"[/B][/COLOR] the 1st mate ordered, ignoring the Captain's protest,[B] [COLOR=Red]"Wilem, take the Archer; Quart, flank!"[/COLOR][/B] The Javelin wielding pirate moved up the ship; He drew back and threw the long projectile, striking Wil in the shoulder. The pirate Quartermaster followed suit, stepping up to engage Hergunna. He lifted his morningstar over head and swung down, but the hearty woman dodged the attack. However, while distracted, the 1st mate stabbed quickly with both blades, landing deep wounds that ran red with blood. [COLOR=DarkRed][B]"Very well. We'll finish this one first," [/B][/COLOR]The Captain said, irritation still evident in his voice, attacking with his flail, but the chains wrapped around the Druid's totem harmlessly. Despite the miss, the Pirate stood his ground, and Hergunna found herself surrounded by pirates. The pirate archers unleashed another salvo of crossbow bolts. One found Hergunna, sticking in to her back; one found Kane, piercing a vein in his neck, gushing blood; and one found Kruk, scoring on the upper chest. [sblock=Mechanics] Pirate 1st Mate Recharge Counter: [URL="http://invisiblecastle.com/roller/view/2505740/"]1d6 = 1[/URL] Move: Ignoble Escape (Ends Marked conditions, shift 6). Shift G20 to H20 to I19 to H18 to G18 Standard: Ready Action: Fencing Strikes vs Hergunna Trigger: Ally flanks Hergunna Javelin Dancer Move: H21 to I20 to I19 to I18 to I17 to H17 to G17 Minor: Draw Javelin Standard: Javelin Attack vs Wil Attack: [URL="http://invisiblecastle.com/roller/view/2505860/"]1d20+12-2=26[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2505860/"]1d6+3 + 1d6(Skirmish) = 9[/URL] Pirate Quartermaster Move: I21 to H21 to G20 Standard: Morning Star vs Hergunna Attack: [URL="http://invisiblecastle.com/roller/view/2505863/"]1d20+14-2=14[/URL] Miss Pirate 1st Mate Immediate Interrupt: Fencing Strikes vs Hergunna Attack1: [URL="http://invisiblecastle.com/roller/view/2505866/"]1d20+11-2+2=25[/URL] Attack2: [URL="http://invisiblecastle.com/roller/view/2505866/"]1d20+11-2+2=18[/URL] Damage1: [URL="http://invisiblecastle.com/roller/view/2505866/"]2d6+5=8[/URL] Damage2: [URL="http://invisiblecastle.com/roller/view/2505866/"]2d4+5=12[/URL] CA Damage: [URL="http://invisiblecastle.com/roller/view/2505866/"]2d6=7[/URL] Captain Smargat Flail Trip Recharge: [URL="http://invisiblecastle.com/roller/view/2505869/"]1d6=2[/URL] Standard: Flail Attack vs Hergunna Attack: [URL="http://invisiblecastle.com/roller/view/2505873/"]1d20+13-2=14[/URL] Miss Pirate Archer L21 Standard: Quickshot vs Hergunna and Kruk Attack Hergunna: [URL="http://invisiblecastle.com/roller/view/2506337/"]1d20+11-2=18[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2506337/"]1d8+5=7[/URL] Attack Kruk: [URL="http://invisiblecastle.com/roller/view/2506337/"]1d20+11-2=19[/URL] Miss Pirate Archer K23 Standard: Quickshot vs Kane and Kruk Attack Kane: [URL="http://invisiblecastle.com/roller/view/2506339/"]1d20+11-2=10[/URL] Miss Attack Kruk: [URL="http://invisiblecastle.com/roller/view/2506339/"]1d20+11-2=22[/URL] Miss Pirate Archer K24 Standard: Quickshot vs Kane and Kruk Attack Kane: [URL="http://invisiblecastle.com/roller/view/2506341/"]1d20+11-2=26[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2506341/"]1d8+5=13[/URL] Attack Kruk: [URL="http://invisiblecastle.com/roller/view/2506341/"]1d20+11-2=26[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2506341/"]1d8+5=13[/URL] (Note: Not a goof. Seriously a duplicate roll) [/sblock][sblock=Status] Wil Rando: F13 [COLOR=Lime]31/40[/COLOR] HS 10/10 AP 1 MW 2/2 Hergunna: G19 [COLOR=DarkRed]5/46 [/COLOR]HS 9/9 AP 1, [COLOR=DarkRed]Bloodied[/COLOR] Kane: F19 [COLOR=DarkRed]25/53[/COLOR] HS 10/10 AP 0, [COLOR=DarkRed]Bloodied[/COLOR] Kruk: F20 [COLOR=Lime]42/55 [/COLOR]HS 11/12 AP 1 Carolina: I12 [COLOR=Lime]39/39 [/COLOR]HS 7/7 AP 1 [B]Enemies:[/B] Captain Smargat: H19 [COLOR=Lime]101/178 [/COLOR]AP 1, -4 Def TENT Hergunna Pirate 1st Mate: [COLOR=White]G18 [/COLOR][COLOR=Lime][COLOR=DarkRed]29/136[/COLOR] [/COLOR]AP 0, [COLOR=DarkRed]Bloodied[/COLOR], Javelin Dancer: G17 [COLOR=Lime]60/70[/COLOR] Jav [COLOR=Plum]2/3[/COLOR], -4 Def TENT Hergunna Pirate Quartermaster: G20 [COLOR=Lime]82/82 [/COLOR] Pirate Archer: L21 [COLOR=Lime]45/45 [/COLOR]Bolts [COLOR=Plum]16/20[/COLOR] Pirate Archer: K23 [COLOR=Lime]35/45 [/COLOR]Bolts [COLOR=Plum]16/20[/COLOR], -4 Def TENT Hergunna Pirate Archer: K24 [COLOR=Lime]45/45 [/COLOR]Bolts [COLOR=Plum]16/20[/COLOR] [COLOR=DimGray][s]Thug: G20[/s] [/COLOR][COLOR=DimGray]0/1 Dead [s]Thug: I20[/s] [/COLOR][COLOR=DimGray]0/1 Dead[/COLOR] [/sblock][sblock=map] [IMG]http://www.nexusnine.net/images/L4E/Byron2-1-4.png[/IMG] [/sblock][sblock=Enemies] [B]Captain Smargat[/B] 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 [B]Flail (standard, at-will) Weapon[/B] +13 vs AC; 1d10+7 damage, and Smargat shifts 1 square. Reach 2. [B]Flail Trip (standard; requires a flail and combat advantage against the target, recharge 4,5,6 ) Weapon[/B] +11 vs Fortitude; 2d10+7 damage, and Smargat slides the target 1 square and the target falls prone. Smargat shifts 1 square. [B]Parrying Chains (immediate interrupt, when a melee attack hits or misses smargat; requires two flails, at-will) Weapon[/B] +13 vs AC; 1d10+5 damage, and Smargat gains a +2 bonus to the defense that the triggering attack targeted against the triggering attack. [B]Whirling Escape (free, when a melee or close attack misses smargat; at-will)[/B] Smargat shifts 1 square. [B]Pirate 1st Mate [/B](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 [B]Short Sword (standard, at-will) Weapon[/B] +11 vs AC; 2d6+5 damage. [B]Dagger (standard, at-will) Weapon[/B] +11 vs AC; 2d4+5 damage. [B]Dagger (standard, at-will) Weapon[/B] Ranged 5/10; +11 vs AC; 2d4+5 damage. [B]Fencing Strikes (standard, at-will) Weapon[/B] Gaunt makes a short sword attack and a dagger attack (melee or ranged), and he shifts 1 square after each attack. [B]Surprise Counter (immediate interrupt, when hit or missed by a melee attack, recharge 5,6 ) Weapon[/B] 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. [B]Muddling Slash (standard; requires short sword, encounter) Weapon[/B] +11 vs AC; 2d6+5 damage, and the target is slowed and grants combat advantage (save ends both), and it slides 2 squares. [B]Blinding Bomb (standard, at-will) Weapon[/B] 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. [B]Ignoble Escape (move; encounter)[/B] Gaunt ends any marked condition currently affecting him, and he shifts 6 squares. [B]Combat Advantage[/B] Gaunt deals 2d6 extra damage when he hits a creature he has combat advantage against. [B]Quick Draw[/B] Gaunt can draw an item as part of the same action required to use that item. [B]Pirate Archers [/B](reskin: Chevkos's Crossbowman) 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 [B]Short Sword (standard, at-will) Weapon[/B] +9 vs AC; 1d6+2 damage. [B]Crossbow (standard, at-will) Weapon[/B] 15/30; +11 vs AC; 1d8+5 damage. [B]Quick Shot (standard, encounter)[/B] The crossbowman makes crossbow attacks against two different targets. [B]Pirate Quartermaster [/B](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 [B]Morningstar (standard, at-will) Weapon[/B] +14 vs AC; 1d10+5 damage, and target is marked until the end of the thug’s next turn. [B]Poisoned Dagger (standard, encounter) Poison, Weapon[/B] Ranged 5/10; +14 vs AC; 1d4+6 damage, ongoing 5 poison damage, and the target grants combat advantage (save ends both). [B]Rattling Smash (standard, encounter) Fear, Weapon[/B] +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. [B]Human Javelin Dancer[/B] 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 [B]Spear (standard, at-will) Weapon[/B] +11 vs AC; 1d8+3 damage. [B]Mobile Attack (standard, at-will)[/B] The human javelin dancer shifts 3 squares and makes one spear attack during the move. [B]Javelin (standard, at-will) Weapon[/B] Ranged 10/20; +12 vs AC; 1d6+3 damage. [B]Adept Retreat[/B] A human javelin dancer does not grant combat advantage from running. [B]Skirmish[/B] 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. [B]Notable Equipment:[/B] Enduring Beast Armor +1 [B]Thug[/B] Medium natural humanoid, human Level 8 Minion Initiative +7 Senses Perception +4 HP 1; a missed attack never damages a minion. AC 20; Fortitude 20, Reflex 20, Will 19 Speed 6 [B]Morningstar (standard, at-will) Weapon[/B] +11 vs AC; 7 damage. [B]Beatdown (standard; requires combat advantage, at-will) Weapon[/B] +11 vs AC; 7 damage, and the thug knocks the target prone. [/sblock][sblock=Notes on enemy interrupts] [B]Captain Smargat [/B]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. [B]1st Mate[/B] [B](Currently Not Charged)[/B] Any melee attack triggers the surprise counter, if it is charged. Go ahead of roll for this. Don't forget the bonuses to hit and damage for combat advantage. [/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] [/QUOTE]
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Living 4th Edition
Adventure: Lord Byron's High-Seas High-Stakes (DM: Tenchuu, Judge: H.M.Gimlord)
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