Again, the valiant maritime defenders throw back a wave of assulting abominations, and again, more scramble up the hull to take their place. Gloom and Draglin begin to feel the burden of battle weighing heavily upon them. Their wounds are deep, and they begin to wonder if they can survive another wave.
One deckhand, upon seeing Draglin's condition loses concentration, and is cut down by one of the fell beings.
At this moment, the party notices, just as Max pointed out, that a gentle breeze seems to grow in strength each time someone (among the living) dies.
Jahred blanches at the loss of yet another comrade. These were not hired deckhands. These were countrymen and fellow citizen protectors of Rioc Alair, with whom he had served for several years.
Virgil becomes the target of two drowned zombies, who are vengefully cut down by Dante soon after they strike.
Though the attacks are relentless, the numbers in the small skiffs below are growing thinner, and by the lamplight at their bows, it seems as though another attack to equal the last three cannot be sustained.
Jahred, however looks out over the water, his face bearing an expression that dispels any hope that the battle may soon be over.
Beyond the fourth skiff, about sixty feet or so starboard, the fog begins to roil like the surface of boiling milk about the lantern hanging from the fifth vessel. One by one, other lanterns flicker adjacent to it. A sound, till now lost in the battle's din, of crashing water heralds the arrival of something ominous, and much larger than was first thought.
The swirling tendrils of fog suddenly and violently part, like trees being knocked aside by an avalanche, as they are pierced by the prow of a massive frigate. The monstrous vessel looks like something out of a nightmare, rising some thirty feet out of the water. Its sails are torn to shreds, yet they are somehow able to harness an arcane wind that blows with greater force than the natural breezes that can be felt by the living. Its hull is worm-eaten and barely (if at all) seaworthy.
More lanterns flicker on along its rails and outside port windows in its lower decks, revealing hundreds of undead figures swarming over the ship and each other. The decks are so crowded with the things that one would have a hard time believing the ship could still float with that many aboard. Arms, legs, heads, hands, and feet protrude form every orifice in the hull, and the sound that up to now was believed to be crashing water is actually that of a thousand undead voices cheering and jeering.[sblock=History or Dungeoneering DC 20]The undead are speaking Deep Speech.[/sblock]The ship turns broadside toward
The Beacon revealing a row of twelve open gun ports, prepared to fire, but not yet about far enough to target
The Beacon.
The Beacon, however, finds itself perfectly broadside of the new arrival, and though
The Beacon is no match for an adversary of this size, Jahred did take the time to have her guns primed,
"Albarent! Fire!"
Port windows on the the starboard side of
The Beacon fly open like a trap as if ejected by the fiery conflagration that follows. Six holes pepper the ghost ship's gun deck, which consequently explodes in a brilliant percussion of light and heat.
Evidently Albarent had been below preparing the guns, and by some stroke of genius or luck, managed to train them at just the right elevation.[sblock=Perception (roll or take 10) DC 15]You notice that one of the deckhands emerges from the hold and proceeds to climb the rigging of the foremast to the foresail boom. There, he begins to work the bindings that hold the sails furled.[sblock=Perception DC 18 Same roll]You notice that the gun volley knocked out six of the frigate's twelve guns.[sblock=Perception 20 (same roll or take 10)] You notice that, with the gun volley, The Beacon has ungrounded herself and is floating freely, though not moving.[/sblock][/sblock][/sblock][sblock=Auntie Mab's Actions]Auntie Mab:
Standard: Gloaming Cut
Target: P,-7
Attack:
1d20+16+2=27 vs. AC for 1d4+2+2d8=9 damage and shift down the ladder to S,-1 and become hidden[/sblock][sblock=Enemy Actions]
DO N,-10:
Move: to P,-4
Standard: Spirit Touch
Target: Gloom
Attack:
1d20+16=26 vs. AC for 7 necrotic damage
DO M,-5:
Move: Shift to M,-4
Standard: Spirit Touch
Target: Max
Attack:
1d20+16+2(Flanking)=20 vs. AC Miss
DO N,-7:
Move: to N,-5
Standard: Spirit Touch
Target: Max
Attack:
1d20+16=33 vs. AC for 7 necrotic damage
DO M,-3
Erie Transfiguration Recharge:
1d6=3 Not Recharged
Standard: Charge to N,-3
Target: Max
Attack:
1d20+16+1(Charge)+2(Flanking)=23 vs. AC
DO P,3
Erie Transfiguration Recharge for P3:
1d6=5 Recharged
Standard: Erie Transfiguration
Target: Draglin
Attack:
1d20+16=36 vs. Will for 11 damage
Secondary Attacks:
Target 1: Gloom
Attack 1:
1d20+14=18 vs. will Miss
Target 2: Deckhand Q,-3
Attack 2:
1d20+14=33 vs. will Hit
Target 3: Jahred
Attack 3:
1d20+14=31 vs. will Hit
*Deleted Virgil's attack* I realized too late that he had moved to R,-1 out of range.
Move: to T,1 deck level
DO O,4:
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
DO O,5
Move: to N,-2
Standard: Charge to N,-2 deck level
Target: Gloom
Attack:
1d20+16+1(Charge)+2(Flanking)=26 vs. AC for 7 necrotic damage
DO N,5:
Move: to P,-1
Standard: Charge to P,-1 deck level
Target: Draglin
Attack:
1d20+16+1(Charge)=34 vs. AC for 7 necrotic damage
DO H,-5:
Move: to M,-5
Standard: Charge to M,-5 deck level
Target: Max
Attack:
1d20+16+1(Charge)=23 vs. AC Miss
DO H,-6:
Move: to M,-7
Standard: Charge to 0,-5 deck level
Target: Max
Attack:
1d20+16+1(Charge)=24 vs. AC Miss
DO J,-1:
Move: to Q,0
Standard: Charge to Q,0 deck level
Target: Virgil
Attack:
1d20+16+1(Charge)=35 vs. AC for 7 necrotic damage
Dante:
IR: MBA
Target: DO at Q,0
Attack:
1d20+15=33 vs. AC Hit/Kill
DO K,0:
Move: to R,0
Standard: Charge to R,0 deck level
Target: Virgil
Attack:
1d20+16+1(Charge)=25 vs. AC for 7 necrotic damage
Dante:
IR: MBA
Target: DO at R,0
Attack:
1d20+15=28 vs. AC Hit/Kill
[/sblock][sblock=Status]Dante
R,-2 50/62HP 6/6HS 1AP Slowed(Aura)
Virgil
R,-1 61/86 (Physical features are distorted, no save) Slowed(Arua)
Draglin
P,-2 30/88HP 9/9HS 1AP (Physical features are distorted, no save), Slowed(Aura)
Bloodied
Max
N,-4 67/67HP 8/8HS 0AP Slowed(Aura)
Gloom
O,-3 32 (34 Reg)/81HP 11/11HS 1AP (Physical features are distorted, no save), Slowed(Aura)
Bloodied
Auntie Mab
S,-5 60/60HP 7/7HS 1AP hidden
Jahred
Q,-1 44(39 OG),51 Dazed and OG 5 (SEB), Slowed(Aura)
Deckhand Overboard Dead
Deckhand Overboard Dead
Deckhand OverboardDead
Deckhand OverboardDead
Deckhand Q,-3Dead
Deckhand Q,-3 Dead
Deckhand
S,-1 Slowed(Aura)
Deckhand S,0Dead
Drowned Ones:
Too Numerous to list all:
Drowned One at T,1: Must recharge his Erie Transfiguration
Drowned One at N, -3: Must recharge his Erie Transfiguration
(refer to map)
[/sblock][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][sblock=Ship Guns]Ship guns on the ghost ship will be in position at the beginning of the next round.
Ship Gun: Burst 1 within 20
Attack: 1d20+18 vs. Reflex for 6d12 fire damage. If it is a creature it is pushed 2 squares and knocked prone.
Miss: Half damage
Effect: Burst creates a zone the same size as the burst. Creatures starting their turn in the zone take 1d6 fire damage.
Recharge:
HP: 120
Effective Defense: 25
Vulnerable: Fire 10
If a gun is hit with a fire attack, there is a 3d6 chance that it will instantly explode, rendering it useless. The explosion is the same as if the gun had gone off point blank. Thus adjacent guns are subject to fire damage from the explosion.
Gun hits to the topside decks affect PCs, NPCs, and Enemies
Gun hits to the gun decks affect guns and hull integrity.
The Beacon hull:
HP: 250
Effective defense: 25
The Undead Frigate hull:
HP: 420
Effective defense: 25
When the hull is reduced to 0HP, the ship will sink in 2 rounds.[/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.
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