Broken bits of disintegrated bodies begin littering the water's surface at the base of
The Beacon as the adventurers fend off the first wave of undead beasts that threaten to overrun her.
[sblock=Insight DC 15] As the boats get closer, you notice that the boats have lanterns on their prow, and from their light you can estimate that there are five boats, and multiplying by capacity, subtracting the dead, you estimate that there are about 48 drowned ones left.[sblock=DC 23 on same roll]You notice that the furthest lantern seems to be hanging about 30 feet over the water. You find that odd.[sblock=DC 28 on the same roll]The fifth boat is actually a rather large, frigate-sized vessel.[/sblock][/sblock][/sblock]The struggle seems pointless though. Just as the first handful of the hideous things plunge to their second death, even more climb
The Beacon's hull to take their place. Their cries and threats are deep and guttural.[sblock=History or Dungeoneering DC 20]They are speaking Deep Speech.[/sblock]Max quickly becomes surrounded as an entire team of the creatures scramble up the hull and over the bow.
Auntie Mab manages to dispatch one of the dread things attempting to swim around and flank from behind. She just barely manages to scamper out of sight again as one more pokes its head up over the deck rail.
Draglin and Gloom are not so lucky. Both are hit with bolts of psychic energy that cause their faces to distort with boils much like those on Virgil's skin. Two deckhands flee in terror only to be gutted and thrown overboard by their neighboring undead beasts. Max himself vomits blood a the sight of Gloom's disfigured face, and when Gloom and Draglin, turning toward each other, realize what has happened, they both follow suit.[sblock=Perception or Insight DC 20 (taking 10 is OK)]You notice that a breeze is beginning to blow across the deck.[sblock=DC 27]You notice that the breeze increased in strength when the deckhands died.[/sblock][/sblock]More undead pour over the rail to the south, threatening to flank Dante and Jahred. Both suffer minor wounds from their assailants' attacks.
[sblock=Auntie Mab's Actions]
Standard: Gloaming Cut
Target: DO P,-10
Attack:
1d20+16+2(hidden)=32 vs. AC hit and shift to R,-6
Stealth: At +21 they beat a 17 Perception at a roll of -4, so I'm not even going to bother rolling. She's hidden.
[/sblock][sblock=Enemy Actions]
N,-9:
Move: Double move to P,-7 deck level
Implicit Stealth Check: Auntie Mab remains hidden until either the end of her next turn, or until she attacks WECF.
M,-2:
Standard: Erie Transfiguration
Target: Gloom
Attack:
1d20+14=32 vs. Will for 11 damage
Secondary Attack:
Target 1: Max
Attack 1:
1d20+14=30 vs. Will Hit
Target 2: Deckhand P,-3
Attack 2:
1d20+14=31 vs. will Hit
Target 3: Draglin
Attack 3:
1d20+14=30 vs. will Hit
H,-5:
Move: Double move to N,-7 deck level
G.-4:
Move: Move to M,-5
Standard: Charge to M,-5 deck level
Target: Max
Attack:
1d20+16+1(Charge)=27 vs. AC for 7 necrotic damage
M,-4:
Move: Shift to N,-5
Standard: Spirit Touch
Target: Max
Attack:
1d20+16+2(Flanking)=19 Miss
N,-3:
Standard: Spirit Touch
Target: Max
Attack:
1d20+16+2(Flanking)=35 vs. AC for 7 necrotic damage
Move: Shift to O,-4
L,0:
Move: to O,-2
Standard: Charge to O,-2 deck level
Target: Gloom
Attack:
1d20+16+1(Charge)+2(Flanking)=33 vs. AC for 7 necrotic damage
N,1:
Move: to N,-3
Standard: Charge to N,-3 deck level
Target: Max
Attack: 1d20+16+1(Charge)+2(Flanking)=27 vs. AC for 7 necrotic damage
O,2:
Move: to P,-1
Standard: Charge to P,-1 deck level
Target: Draglin
Attack:
1d20+16+1(Charge)=18 vs. AC Miss
P,3:
Move: to Q,0
Standard: Charge to Q,0 deck level
Target: Jahred
Attack:
1d20+16+1(Charge)=28 vs. AC for 7 necrotic damage
N,4:
Move: to R,0
Standard: Charge to R,0 deck level
Target: Dante
Attack:
1d20+16+1(Charge)=27 vs. AC for 7 necrotic damage
M,3:
Move: to S,1
Standard: Charge to S,1 deck level
Target: Deckhand S,0
Attack:
1d20+16+1(Charge)=28 vs. AC
M,6:
Move: to P3
Standard: Erie Transformation
Target: Draglin
Attack:
1d20+16=23 vs. Will for 11-4=7 psychic damage
Secondary Attack:
Target 1: Gloom
Attack 1:
1d20+14=29 vs. Will Hit
Target 2: Deckhand Q,-3
Attack 2:
1d20+14=25 vs. Will Hit
Target 3: Virgil
Attack 3:
1d20+14=15 vs. Will Miss
Target 4: Jahred
Attack 4:
1d20+14=21 vs. Will Miss
[/sblock][sblock=Status]Dante
R,-1 50/62HP 6/6HS 1AP Slowed(Aura)
Virgil
Q,-2 75/86 (Physical features are distorted, no save) Slowed(Arua)
Draglin
P,-2 49(48)/88HP 9/9HS 1AP (Physical features are distorted, no save), Dazed & Ongoing 5(Save ends both), Slowed(Aura)
Max
N,-4 46(41)/67HP 8/8HS 1AP Dazed & Ongoing 5, Slowed(Aura)
Gloom
O,-3 58(53 OG)/81HP 11/11HS 1AP (Physical features are distorted, no save), Dazed & Ongoing 5(Save ends both), Slowed(Aura)
Auntie Mab
R,-6 60/60HP 7/7HS 1AP hidden, Slowed(Aura)
Jahred
Q,-1 44,51 Slowed(Aura)
Deckhand Overboard Dead
Deckhand Overboard Dead
Deckhand Overboard Dead
Deckhand Overboard Dead
Deckhand Q,-3 Dead
Deckhand
R, -1 Slowed(Aura)
Deckhand
S,-1 Slowed(Aura)
Deckhand S,0 Dead
Drowned Ones:
Too Numerous to list all:
Drowned One at P,3: Must recharge his Erie Transfiguration
Drowned One at M,-2: Must recharge his Erie Transfiguration
(refer to map)
[/sblock]
OOC:
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I've provided 3 maps of the same round just so that you can examine coordinates more accurately. This is actually easier htan rehashing them for the DO's in the Status block. Hope they help
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[sblock=Maps][sblock=Wide View Map]
[/sblock][sblock=Battlemap]
[/sblock][sblock=Melee Closeup Map]
[/sblock][/sblock][sblock=Enemy Stats]x28(That you can see)
[/sblock][sblock=Concerning NPCs]
The Beacon is running on a light crew. There are 6 men in the hold trying to get oars out and unbeach the ship. While they work, Jahred can only spare 7 more men to fight (3 of whom just died).
Each round, one of you may direct a single action from one NPC that has not yet performed an action during that round (this includes Jahred). This will be done on a first-come-first-serve basis. Ninja'd posts will need to be discussed among the players. [sblock=NPC Stats]
X4
[/sblock][/sblock][sblock=Terrain]
- The squares immediately adjacent to the masts (O,-6 to P,-5) are difficult terrain
- The rails that bound the deck require a DC 30 strength check to break if want to push an enemy overboard from a square on the deck
- To climb the rails takes 2 squares of movement
- Falling into the water deals 10 points of damage (20 feet into water)
- Jumping into the water only deals damage on a failed Athletics/Acrobatics check DC 20
- Once in the water, you are swimming (PHB rules)
- You may climb the rigging (PHB climbing), but please specify your elevation at the end of your move.
[/sblock]
OOC:
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The skill checks that are dispersed throughout the fluff require no action. Please do not ignore them. Information you get there could affect what actions you take next.
I actually counted on this level of complexity, but again, I'm not beyond mistakes. If you see anything glaring, I will retcon to correct it, but if it becomes too cumbersome to correct, I might just ask your forgiveness and permission to move on .
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