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Wizards In Winter - High-Level Thread (DM: Son of Meepo, Judge: TwoHeadsBarking)
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<blockquote data-quote="Son of Meepo" data-source="post: 5763749" data-attributes="member: 78756"><p>You head towards the storm and it moves to meet the <em>Star of Arcadia</em>. A wave washes over the ship, drenching you with its frigid spray. A gale of wind whips past making you feel even colder. When you clear your eyes the beasts in the clouds are circling above you. Lightning dances along their hides and jumps from cloud to cloud. Two more creatures with fish like bodies, multiple sets of eyes and long tentacle rise from the depths, spewing clouds of mucus as their thrash about.</p><p></p><p>Before the crew can secure the sails, the wind catches them causing the ship to buck as it rises and falls with the storm surge.</p><p></p><p>[sblock=Initiative][sblock=Monster Initiative]I won't be rolling initiative for the monsters. Instead I will be taking a weighted average of their initiative modifiers and adding 10 to determine when they act.</p><p> <em>(Weights - Minion .25, Standard 1, Elite 2, Solo 4, Leader x2)</em></p><p> </p><p>3 Abishai (Init +6), 2 Aboleth (Init +7), Air Elemental (Init +15)</p><p> </p><p>3*6 + 2*7 + 15 = 47</p><p>47/6 = 7.8, which rounds of to 8, giving them an average of +8, and an initiative of 18. [/sblock]</p><p></p><p><a href="http://invisiblecastle.com/roller/view/3315466/" target="_blank">Initiative (Kauldron, Brenwar, Dox, Cyr, Martelai, Tarkus, Earth) (1d20+6=23, 1d20+3=6, 1d20+8=16, 1d20+10=14, 1d20+4=21, 1d20+1=7, 1d20+4=9)</a></p><p></p><p><span style="color: DeepSkyBlue"><strong>Kauldron</strong></span></p><p><span style="color: DeepSkyBlue"><strong>Martelai<span style="color: Red"></span></strong></span></p><p><span style="color: DeepSkyBlue"><strong><span style="color: Red"></span></strong></span><span style="color: Red"><strong>Monsters</strong></span></p><p><span style="color: DeepSkyBlue"><strong>Dox</strong></span></p><p><span style="color: DeepSkyBlue"><strong>Cyr</strong></span></p><p><span style="color: DeepSkyBlue"><strong>Earth</strong></span></p><p><span style="color: DeepSkyBlue"><strong>Tarkus</strong></span></p><p><span style="color: DeepSkyBlue"><strong>Brenwar</strong></span>[/sblock]</p><p></p><p>[sblock=The ship and stormy seas]Between the waves and the wind in the sail, the ship is being tossed violently. On the start of each of your turns, you must make an Acrobatics check DC 16 or you are slid 2 squares in a random direction and are knocked prone. You can partially or fully counter this by lashing yourself to a mast or the rail. Additionally you can try to cut the sails and minimize the effects of the wind.</p><p></p><p>[sblock=Lashing]If you are adjacent to a mast or the edge of a ship you can take a move action to loosely lash yourself. Being tethered this way immobilizes you, but makes the DC to remain on your feet 12 and you are not slid on a failure.</p><p></p><p>If you are already loosely lashed, you can instead take another move action to tightly lash yourself. You become restrained, but are immune to being tossed around by the storm.[/sblock]</p><p></p><p>[sblock=Cutting the sails]If you are adjacent to a mast, you can cut a sail with a successful Athletics or Thievery check. The DC is 16 if done as a standard action or 24 as a minor action. Each mast has two sails that can be cut and each success reduces the DC of the Acrobatics checks to stay standing by 2.[/sblock][/sblock]</p><p></p><p>[GM]Combat starts with Kauldron and Martelai followed by the Monsters.[/GM]</p></blockquote><p></p>
[QUOTE="Son of Meepo, post: 5763749, member: 78756"] You head towards the storm and it moves to meet the [I]Star of Arcadia[/I]. A wave washes over the ship, drenching you with its frigid spray. A gale of wind whips past making you feel even colder. When you clear your eyes the beasts in the clouds are circling above you. Lightning dances along their hides and jumps from cloud to cloud. Two more creatures with fish like bodies, multiple sets of eyes and long tentacle rise from the depths, spewing clouds of mucus as their thrash about. Before the crew can secure the sails, the wind catches them causing the ship to buck as it rises and falls with the storm surge. [sblock=Initiative][sblock=Monster Initiative]I won't be rolling initiative for the monsters. Instead I will be taking a weighted average of their initiative modifiers and adding 10 to determine when they act. [I](Weights - Minion .25, Standard 1, Elite 2, Solo 4, Leader x2)[/I] 3 Abishai (Init +6), 2 Aboleth (Init +7), Air Elemental (Init +15) 3*6 + 2*7 + 15 = 47 47/6 = 7.8, which rounds of to 8, giving them an average of +8, and an initiative of 18. [/sblock] [URL="http://invisiblecastle.com/roller/view/3315466/"]Initiative (Kauldron, Brenwar, Dox, Cyr, Martelai, Tarkus, Earth) (1d20+6=23, 1d20+3=6, 1d20+8=16, 1d20+10=14, 1d20+4=21, 1d20+1=7, 1d20+4=9)[/URL] [COLOR=DeepSkyBlue][B]Kauldron Martelai[COLOR=Red] [/COLOR][/B][/COLOR][COLOR=Red][B]Monsters[/B][/COLOR] [COLOR=DeepSkyBlue][B]Dox Cyr Earth Tarkus Brenwar[/B][/COLOR][/sblock] [sblock=The ship and stormy seas]Between the waves and the wind in the sail, the ship is being tossed violently. On the start of each of your turns, you must make an Acrobatics check DC 16 or you are slid 2 squares in a random direction and are knocked prone. You can partially or fully counter this by lashing yourself to a mast or the rail. Additionally you can try to cut the sails and minimize the effects of the wind. [sblock=Lashing]If you are adjacent to a mast or the edge of a ship you can take a move action to loosely lash yourself. Being tethered this way immobilizes you, but makes the DC to remain on your feet 12 and you are not slid on a failure. If you are already loosely lashed, you can instead take another move action to tightly lash yourself. You become restrained, but are immune to being tossed around by the storm.[/sblock] [sblock=Cutting the sails]If you are adjacent to a mast, you can cut a sail with a successful Athletics or Thievery check. The DC is 16 if done as a standard action or 24 as a minor action. Each mast has two sails that can be cut and each success reduces the DC of the Acrobatics checks to stay standing by 2.[/sblock][/sblock] [GM]Combat starts with Kauldron and Martelai followed by the Monsters.[/GM] [/QUOTE]
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Wizards In Winter - High-Level Thread (DM: Son of Meepo, Judge: TwoHeadsBarking)
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