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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: 5176006" data-attributes="member: 85539"><p>Blood pouring from his wounds, the Captain barks orders. <strong><span style="color: DarkRed">"Grrr... Give me some damn cover fire!"</span></strong></p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p><span style="color: DarkRed"><strong>"I believe you attacked us first,"</strong></span> The captain said to Kane, looking over his shoulder, <span style="color: DarkRed"><strong>"and now your friend is dead because of it." </strong></span>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. </p><p></p><p>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. </p><p>[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. </p><p>[/sblock][sblock=Mechanics] </p><p>Pirate Archer L21</p><p>Move: to M20</p><p> Standard: Quickshot vs Hergunna and Wolf</p><p> Attack Hergunna: <a href="http://invisiblecastle.com/roller/view/2510262/" target="_blank">1d20+11-2=18 </a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2510262/" target="_blank">1d8+5=8</a></p><p>Attack Wolf: <a href="http://invisiblecastle.com/roller/view/2510262/" target="_blank">1d20+11-2=28</a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2510262/" target="_blank">1d8+5=10</a></p><p></p><p> Pirate Archer K23</p><p>Move: to K22 to J22 to I21</p><p> Standard: Quickshot vs Hergunna and Kane</p><p> Attack Hergunna: <a href="http://invisiblecastle.com/roller/view/2510263/" target="_blank">1d20+11-2=28</a></p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2510263/" target="_blank">1d8+5=12</a></p><p> Attack Kane: <a href="http://invisiblecastle.com/roller/view/2510263/" target="_blank">1d20+11-2=12</a> Miss</p><p> </p><p> Pirate Archer K24</p><p>Move: to K25</p><p> Standard: Quickshot vs Wolf and Kruk</p><p> Attack Wolf: <a href="http://invisiblecastle.com/roller/view/2510263/" target="_blank">1d20+11-2=26</a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2510263/" target="_blank">1d8+5=7</a></p><p> Attack Kruk: <a href="http://invisiblecastle.com/roller/view/2510263/" target="_blank">1d20+11-2=18</a> Miss</p><p> </p><p>Pirate Quartermaster</p><p>Move: shift to F21</p><p>Standard: Morning Star vs Kruk</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2510267/" target="_blank">1d20+14-2=16</a> Miss</p><p></p><p>Captain Smargat</p><p>Flail Trip Recharge: <a href="http://invisiblecastle.com/roller/view/2510269/" target="_blank">1d6=5</a> Recharged</p><p>Standard: Flail Attack vs Kane</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2510274/" target="_blank">1d20+13-2=12</a> Nat 1 Miss</p><p>Action Point: Flail Trip vs Kane</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2510275/" target="_blank">1d20+11-2=25</a></p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2510275/" target="_blank">2d10+7=21</a></p><p>Effect: Kane is Prone and slides to F19</p><p>Move: to I18</p><p>Save vs Slowed: <a href="http://invisiblecastle.com/roller/view/2510276/" target="_blank">1d20=6</a> nope</p><p></p><p>Javelin Dancer</p><p> Move: G17 to H16 to I15 to I14 to I13</p><p> Minor: Draw Javelin</p><p> Standard: Javelin Attack vs Wil</p><p> Attack: <a href="http://invisiblecastle.com/roller/view/2510277/" target="_blank">1d20+12-2=22</a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2510277/" target="_blank">1d6+3 + 1d6(Skirmish) =10</a></p><p></p><p>[/sblock][sblock=Status]</p><p> Wil Rando: F14 <span style="color: Lime">21/40</span> HS 10/10 AP 1 MW 1/2 </p><p> Hergunna: I19 <span style="color: DarkRed"><span style="color: DimGray">-5/46</span> </span>HS 9/9 AP 1, <span style="color: DimGray">Dying</span></p><p> Kane: F19 <span style="color: DarkRed">4/53</span> HS 10/10 AP 0, <span style="color: DarkRed">Bloodied</span>, <span style="color: Plum">Prone</span></p><p> Kruk: <span style="color: Lime"><span style="color: White">G21 </span>55/55 </span>HS 10/12 AP 1, SW Used</p><p> Carolina: I12 <span style="color: Lime">39/39 </span>HS 7/7 AP 1 </p><p>Summoned Wolf: L23 <span style="color: Lime"><span style="color: DarkRed">6/23</span> </span><span style="color: Gray">(AC:18, Fort:15, Reflex:17, Will:18)</span></p><p></p><p> </p><p> <strong>Enemies:</strong></p><p> Captain Smargat: I18 <span style="color: Lime"><span style="color: DarkRed">54/178</span> </span>AP 0, <span style="color: DarkRed">Bloodied</span>, <span style="color: LightBlue">Slowed</span>, </p><p> Javelin Dancer: I14 <span style="color: Lime">60/70</span> Jav <span style="color: Plum">1/3</span>, </p><p>Pirate Quartermaster: F21 <span style="color: Lime">44/82</span>, Marked by Kruk (+2 to hit TENT)</p><p> Pirate Archer: M20 <span style="color: Lime">45/45 </span>Bolts <span style="color: Plum">14/20</span> </p><p>Pirate Archer: I21 <span style="color: Lime"><span style="color: DarkRed">22/45</span> </span>Bolts <span style="color: Plum">14/20</span>, <span style="color: DarkRed">Bloodied</span></p><p>Pirate Archer: K25 <span style="color: Lime">45/45 </span>Bolts <span style="color: Plum">14/20</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> <span style="color: DimGray"><s>Pirate 1st Mate: </s></span><s><span style="color: DimGray">G18</span></s><span style="color: DimGray">-1/136 AP 0, Dead</span></p><p> [/sblock][sblock=map]</p><p> <img src="http://www.nexusnine.net/images/L4E/Byron2-1-5.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 Archers </strong>(reskin: Chevkos's Crossbowman, customized) </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, </strong><strong>at-will</strong><strong>)</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>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>[/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>[/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: 5176006, member: 85539"] Blood pouring from his wounds, the Captain barks orders. [B][COLOR=DarkRed]"Grrr... Give me some damn cover fire!"[/COLOR][/B] 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. [COLOR=DarkRed][B]"I believe you attacked us first,"[/B][/COLOR] The captain said to Kane, looking over his shoulder, [COLOR=DarkRed][B]"and now your friend is dead because of it." [/B][/COLOR]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: [URL="http://invisiblecastle.com/roller/view/2510262/"]1d20+11-2=18 [/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2510262/"]1d8+5=8[/URL] Attack Wolf: [URL="http://invisiblecastle.com/roller/view/2510262/"]1d20+11-2=28[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2510262/"]1d8+5=10[/URL] Pirate Archer K23 Move: to K22 to J22 to I21 Standard: Quickshot vs Hergunna and Kane Attack Hergunna: [URL="http://invisiblecastle.com/roller/view/2510263/"]1d20+11-2=28[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2510263/"]1d8+5=12[/URL] Attack Kane: [URL="http://invisiblecastle.com/roller/view/2510263/"]1d20+11-2=12[/URL] Miss Pirate Archer K24 Move: to K25 Standard: Quickshot vs Wolf and Kruk Attack Wolf: [URL="http://invisiblecastle.com/roller/view/2510263/"]1d20+11-2=26[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2510263/"]1d8+5=7[/URL] Attack Kruk: [URL="http://invisiblecastle.com/roller/view/2510263/"]1d20+11-2=18[/URL] Miss Pirate Quartermaster Move: shift to F21 Standard: Morning Star vs Kruk Attack: [URL="http://invisiblecastle.com/roller/view/2510267/"]1d20+14-2=16[/URL] Miss Captain Smargat Flail Trip Recharge: [URL="http://invisiblecastle.com/roller/view/2510269/"]1d6=5[/URL] Recharged Standard: Flail Attack vs Kane Attack: [URL="http://invisiblecastle.com/roller/view/2510274/"]1d20+13-2=12[/URL] Nat 1 Miss Action Point: Flail Trip vs Kane Attack: [URL="http://invisiblecastle.com/roller/view/2510275/"]1d20+11-2=25[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2510275/"]2d10+7=21[/URL] Effect: Kane is Prone and slides to F19 Move: to I18 Save vs Slowed: [URL="http://invisiblecastle.com/roller/view/2510276/"]1d20=6[/URL] nope Javelin Dancer Move: G17 to H16 to I15 to I14 to I13 Minor: Draw Javelin Standard: Javelin Attack vs Wil Attack: [URL="http://invisiblecastle.com/roller/view/2510277/"]1d20+12-2=22[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2510277/"]1d6+3 + 1d6(Skirmish) =10[/URL] [/sblock][sblock=Status] Wil Rando: F14 [COLOR=Lime]21/40[/COLOR] HS 10/10 AP 1 MW 1/2 Hergunna: I19 [COLOR=DarkRed][COLOR=DimGray]-5/46[/COLOR] [/COLOR]HS 9/9 AP 1, [COLOR=DimGray]Dying[/COLOR] Kane: F19 [COLOR=DarkRed]4/53[/COLOR] HS 10/10 AP 0, [COLOR=DarkRed]Bloodied[/COLOR], [COLOR=Plum]Prone[/COLOR] Kruk: [COLOR=Lime][COLOR=White]G21 [/COLOR]55/55 [/COLOR]HS 10/12 AP 1, SW Used Carolina: I12 [COLOR=Lime]39/39 [/COLOR]HS 7/7 AP 1 Summoned Wolf: L23 [COLOR=Lime][COLOR=DarkRed]6/23[/COLOR] [/COLOR][COLOR=Gray](AC:18, Fort:15, Reflex:17, Will:18)[/COLOR] [B]Enemies:[/B] Captain Smargat: I18 [COLOR=Lime][COLOR=DarkRed]54/178[/COLOR] [/COLOR]AP 0, [COLOR=DarkRed]Bloodied[/COLOR], [COLOR=LightBlue]Slowed[/COLOR], Javelin Dancer: I14 [COLOR=Lime]60/70[/COLOR] Jav [COLOR=Plum]1/3[/COLOR], Pirate Quartermaster: F21 [COLOR=Lime]44/82[/COLOR], Marked by Kruk (+2 to hit TENT) Pirate Archer: M20 [COLOR=Lime]45/45 [/COLOR]Bolts [COLOR=Plum]14/20[/COLOR] Pirate Archer: I21 [COLOR=Lime][COLOR=DarkRed]22/45[/COLOR] [/COLOR]Bolts [COLOR=Plum]14/20[/COLOR], [COLOR=DarkRed]Bloodied[/COLOR] Pirate Archer: K25 [COLOR=Lime]45/45 [/COLOR]Bolts [COLOR=Plum]14/20[/COLOR] [COLOR=DimGray][s]Thug: G20[/s] [/COLOR][COLOR=DimGray]0/1 Dead [s]Thug: I20[/s] [/COLOR][COLOR=DimGray]0/1 Dead[/COLOR] [COLOR=DimGray][s]Pirate 1st Mate: [/s][/COLOR][s][COLOR=DimGray]G18[/COLOR][/s][COLOR=DimGray]-1/136 AP 0, Dead[/COLOR] [/sblock][sblock=map] [IMG]http://www.nexusnine.net/images/L4E/Byron2-1-5.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 Archers [/B](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 [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, [/B][B]at-will[/B][B])[/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]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. [/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. [/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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