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The Captain's Caper! (Dunamin judging)

covaithe

Explorer
Quagmire nods agreement. "Nobody's suggestin' we just jump 'em and take what we want. We're no pirates. But I don't trust these dwarves any farther than I can throw 'em. And everyone knows dwarves be hard to throw."
 

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Phoenix8008

First Post
Climbing up onto the tilted deck of the ship, the group sees evidence of a former battle on ship. Blood stains the wood, dried and baked into a dark brown color. Before they have time to take in much else, several skeletons rise up from their positions on deck and advance on the group threateningly. A door at the far end of the deck bursts open and a flaming skeleton steps out onto the deck. The deck scorches under its bony step and smoke streams away from it in the wind.

Quagmire and Brudd can go...
[sblock=Inits and Status]22 Quagmire-
18 Brudd-
17 Skeletons-
13 Decrepit Skeletons-
10 Blazing Skeleton-
09 Hrav-
08 Girth-
05 Alexander-[/sblock]
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Halford

First Post
Brudd snarls and strides forward ignoring the claws of skeletons to stand in their midst (E12). Face contorted in rage he raises his hands above his head - risking another blow as he bellows.

"Abominations nobody steals from my God! Feel the wrath of Hadeys as I send you back to him! End!" Dark corruscating light roars forth from the Minotaur and smashes into the skeletons.

Two skeleton's dissolve under the power of Hadeys (D1 & D4) and another (S1) is driven back by the light into the water where it tumbles into the deep.

OOC: If Brudd is substantially injured by the 4 OAs he provokes he may use a Healing Word.

[sblock=Hit vs Will 21, 21, 18, Damage 18 to each]Turn Undead vs Will. Skeleton D1 D2 D3 D4 D8 (1d20+3=21, 1d20+3=21, 1d20+3=8, 1d20+3=7, 1d20+3=18, 1d20+3=7) Radiant damage (1d10+8=18) This includes 5 additional damage for the skeletons vulnerability to radiant damage, so remove 5 if they do not have it.
He moves to E12, uses Turn Undead, then possibly uses a minor for healing word.
[/sblock]

[sblock=Brudd in Brief]Brudd Brassback- Male Minotaur Cleric 1
Passive Perception: 16, Passive Insight: 18
AC:16, Fort:14, Reflex:11, Will:13 -- Speed:5
HP:28/28, Bloodied:14, Surge Value:7, Surges left:8/10
Initiative: -1 Action Points: 0, Second Wind: not used
Powers-Righteous Brand, Sacred Flame
Cause Fear, Goring Charge, Divine Fortune, Turn Undead, Healing Word
Avenging Flame[/sblock]
 
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covaithe

Explorer
Quagmire reacts quickly, stepping forward and whipping his longsword at the nearest skeleton.

[sblock=actions]Move to F15, attack D3 with viper's strike: hits AC 16 for 8 damage. Regardless of hit or miss, it takes an OA from Girth if it shifts before my next turn. If that kills it, it provides a path for Brudd to do his thing with only 2 OAs.
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Halford

First Post
[sblock=Party Treasure]The party is currently possessed of several Ritual Scrolls, I have noted these on my character sheet - with a note that they are party treasure, just so we don't forget them. I would personally suggest we sell them since we get half value which would give us 52.5gp each. Thoughts? The rituals are Comprehend Languages, Eye of Alarm, Water Walk, Endure Elements, and Knock btw.[/sblock]
 

Atanatotatos

First Post
[sblock=Party Treasure]
The party is currently possessed of several Ritual Scrolls, I have noted these on my character sheet - with a note that they are party treasure, just so we don't forget them. I would personally suggest we sell them since we get half value which would give us 52.5gp each. Thoughts? The rituals are Comprehend Languages, Eye of Alarm, Water Walk, Endure Elements, and Knock btw.

Brudd may want to keep them... no?[/sblock]
 

Phoenix8008

First Post
-Quagmire shifts and takes out one of the weak looking skeletons with a single hit.

-Brudd steps forward to unleash his fury, getting hit one time for 4 damage in the process. He blasts several of the undead into nothingness and pushes a stronger one toward the railing, but it manages to grab on and hold itself from going over into the water. (Could use his minor for Healing Word if he chooses still Edit: chose not to use healing.)

-The more solid looking skeletons move to attack. The one Brudd pushed remains motionless far down the edge of the deck (in space H5. I'll modify the map tomorrow morning. It's only on my compy at work.) and the other one moves down the stairs to hit Hrav (for 10 damage).

-Then the weaker looking skeletons shuffle forward to attack. The two near Brudd both hit him, and the slicing of the bulls continues as the minotaur's blood joins the stains on the deck of the ship (4 damage each). Another one comes towards Quagmire and attacks, but misses the hobgoblin. The last one moves up and swings at Girth, but the half-elf dodges the blow.

-The flaming skeleton summons a ball of flame between its hands and hurls it towards Brudd. The fiery orb hits the bleeding minotaur, and nearly knocks him into the darkness of unconsciousness from his grievous wounds. Even worse, Brudd's clothing catches on fire and begins to burn.*

*This depends on if Brudd uses his healing word after the first 4 points of damage. If he heals those 4 HP's, then he would be at 1 HP after this final attack. Either way though, he has ongoing 5 fire damage from this fire orb, so he'll take 5 fire damage at the start of his next turn.

-After this Hrav, Girth, Alexander, Quagmire, and Brudd can go...
[sblock=Init and Status]22-Quagmire
18-Brudd 5/28 HP
17-S1 18 damage
17-S2
13-D1 dead
13-D2
13-D3 dead
13-D4 dead
13-D5
13-D6
13-D7
13-D8
10-Blazing Skeleton
09-Hrav 16/26 HP
08-Girth
05-Alexander

OA's against Brudd (1d20+6=8, 1d20+6=21)
S1 attacking Brudd and S2 attacking Hrav with longswords (1d20+10=20, 1d8+2=8, 1d20+10=16, 1d8+2=10)
Attacks from D2 and D8 at Brudd; D5 at Quagmire; and D6 at Girth (1d20+6=22, 1d20+6=26, 1d20+6=11, 1d20+6=12)
Blazing Skeleton flame orb at Brudd's Ref of 11. (1d20+8=19, 2d4+4=11)
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Halford

First Post
Brudd belows in fury as the blood pours from his wounds and lashes out at one of his tormentors (d8) smashing it into dust before collapsng to the deck.

[sblock=Hit 20, Damage 11 Minotaur Ferocity]Ferocity attack (1d20+7=20, 1d10+5=11) [/sblock]

OOC: I am pretty sure it cannot grab on to anything since it is immobilized by Turn Undead and can specifically be pushed through difficult terrain. The Skeleton should be immobilized and in the water unless it can reduce how far it is pushed somehow.

It is immobilzed for a round after being turned so no damage form that one at any rate.
 
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