[Adventure] Serpent's Skull: Souls for Smuggler's Shiv (DM: Mewness; Judge: THB)


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OOC: We also need to place the Irregulars.

I'll put Gelik in I20 and Pezock in S4 unless someone else wants one of those spots.
 

OOC: Okay, let's put the Irregulars in H18.

I swear I'm only going to forget I volunteered to control them a few dozen more times.
 

OOC: Kane will start at L17. Am I right in thinking that the Cannibals haven't been placed as yet? Or have I overlooked something? Where can we see Gelik's powers again? On pg 1? I'll check, but just in case someone is faster :) Let the havoc wreaking begin!


[sblock=Kane Arcane]
http://l4w.wikia.com/index.php?title=PC:Kane_Arcane_(jbear1979)&s=wl
Human Hybrid Swordmage | Wizard 2
Passive Perception/Insight 13
AC:20, Fort:15, Reflex:16, Will:16, Speed:6
HP:33/33, Bloodied:16, Surge Value:8, Surges left:7/10
Initiative +1
Action Points: 1 (encounter)

Conditions

Powers
MBA: Dislocation Longsword +1, +6 vs AC, 1d8+2 damage
Cantrips,
Freezing Burst, Phantasmal Assault, Sword Burst

Grasping Shadows,
Aegis of Shielding
Channelling Shield
Second Wind

Flaming Sphere
Dislocation Longsword


Combat notes:
[/sblock]
 
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The war party consists of eight men, mostly naked, armed with throwing spears and crude but heavy-looking axes. Two things stand out--one, a large trained lizard with heavy jaws that one of the cannibals is goading along; and two, that one of the cannibals is wearing a mail shirt.

But any surprise that the adventurers may feel can compare little to what the war party is about to go through...


GM: Ambush the Cannibals: Surprise Round

Each of the good guys, including the two NPCs, gets one action before initiative is rolled. If you want an NPC to do something before your turn, go ahead and resolve their action for them. Otherwise I’ll handle them after the PCs have taken their turns. The armored cannibal mentioned in the description above is cannibal 6 on the map (I should have used a different icon for him, but couldn’t be bothered finding one).

Important: It’s dark! Because of the darkness, everyone (including bad guys) has concealment. People who would normally have concealment have total concealment. Once someone takes an action to make some sort of light, this stops being the case. If you want Gelik to use his surprise action to activate a sunrod or something like that, he’ll do so.

Edit: It's no longer dark, because Gelik lit a sunrod.


[sblock=Terrain Rules, etc.]Terrain Rules
The greyish-brown stuff represents a sandy, rocky surface. It is normal terrain, as is the lighter green stuff.

The dark green terrain is heavy undergrowth. It is difficult terrain.

The pale grey splotches are rocks. They are a bit over five feet higher than the surrounding terrain. You can climb onto an adjacent square of one by spending two squares of movement and making a DC 15 Athletics check. The top surfaces of these rocks are uneven, and so are difficult terrain.

The teepees are shelters. The entrances face toward the middle of the camp. They aren’t very solid and can be knocked over as a move action should anyone care to do so.

The dark brown circles are trees; they are blocking terrain.[/sblock]

[sblock=Gelik]Gelik
HP 22/22, Bloodied 11, Surge value 5; Surges 6/6
AC 14, Fort 12, Reflex 14, Will 16
Speed 5, gnome traits
Skills: Bluff +7, Arcana +11
Hypnotism (standard; arcane, charm, enchantment, implement; ranged 10, one enemy)
Attack: +5 vs. Will
Hit: Choose one: the target uses a free action to make a melee basic attack against a creature of Gelik’s choice, with a +4 power bonus to the attack roll; or, Gelik slides the target up to 3 squares.
[o] Charm of Misplaced Wrath (standard; arcane, charm, enchantment, implement; ranged 10, one enemy)
Attack: +5 vs. Will
Hit: Gelik slides the target up to 3 squares. The target is then dazed until the end of Gelik’s next turn. (1/encounter, as a free action, Gelik can extend the daze for another round.)
Effect: The target makes a basic attack against a creature of Gelik’s choice as a free action with a +2 power bonus to the damage roll.
[o] Fade Away (immediate reaction; personal)
Trigger: Gelik takes damage.
Effect: Gelik is invisible until he attacks or until the end of his next turn.
[o] Second Wind

Conditions: none[/sblock]

[sblock=Pezock]Pezock
HP 25/25, Bloodied 12, Surge value 6; Surges 7/7
AC 16, Fort 12, Reflex 16, Will 14
Skills: Bluff +11, Stealth +10
Flock Effect: Pezock gains a +3 bonus to melee attack rolls when flanking rather than +2.
Striker: 1/round, Pezock can deal 1d6 extra damage when he hits an enemy he has CA against.
:bmelee: Icy Skewer (standard; arcane, cold, weapon; melee weapon, one creature)
Attack: +8 vs. SC
Hit: 1d10+4 cold damage. Pezock gains a +2 power bonus to all defenses against the target’s attacks until the end of his next turn.
Special: Pezock can use this power as a melee basic attack.
[o] Piercing Shard (standard; arcane, cold, illusion, psychic, weapon; melee weapon, one creature)
Attack: +8 vs. Will
Hit: 2d10+4 cold and psychic damage.
Effect: Pezock is invisible to the target until the start of his next turn.
[o] Second Wind

Conditions: none

Fluff Notes: Pezock’s powers represent his having a cool magic sword (Pearl). If he loses the sword, he can’t do that neat stuff anymore.[/sblock]

[sblock=status]PCs
Castile (Q8) HP 39/39; surges 13/13
Dartmoor (H18) HP 33/33; surges 8/10
Hú Lí (M19) HP 29/29; surges 8/8
Kane (L17) HP 33/33; surges 10/10
Noriaki (F10) HP 33/33; surges 9/9
Takahaan (E7) HP 29/29; surges 8/8
Gelik (I19) HP 22/22; surges 6/6
Pezock (S4) HP 25/25; surges 7/7

Bad Guys
Shiv Dragon (H4)
Cannibal 1 (I10)
Cannibal 2 (I8)
Cannibal 3 (I6)
Cannibal 4 (H3)
Cannibal 5 (O9)
Cannibal 6 (O7)
Cannibal 7 (N5)
Cannibal 8 (N3)
[/sblock]

[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs.

[sblock=Shiv Dragon]Shiv Dragon
AC 17, Fort 19, Ref 16, Will 14; HP 77, bloodied 38
:bmelee: Bite +10 vs. AC, 2d9+7 damage, and the target is grabbed.
Vise Jaws: The shiv dragon does not need to sustain a grab, and conditions that prevent it from making OAs do not end its grab. It has a +5 bonus to Fortitude defense against attempts to escape its grab. If subjected to forced movement, the shiv dragon pulls the grabbed creature with it.[/sblock]
[sblock=Cannibals 1, 2, 3, 4, 5, 7, and 8]Cannibal Berserker
AC 15, Fort 14, Ref 14, Will 12; HP 30, bloodied 15
:bmelee: Axe +6 vs. AC, 1d8+4 damage[/sblock]
[sblock=Cannibal 6]Cannibal War Leader
AC 19, Fort 17, Ref 13, Will 14; HP 46, bloodied 23
:bmelee: Greatspear +10 vs. AC, 1d8+6 damage[/sblock][/sblock]
 

Attachments

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Kane decides to make his move first before his companions engage the enemy and he has to take more care with the placement of his spells.

At his command shadowy arms writhe from the ground and grasp at the foremost of the unsuspecting cannibals tearing at their minds.

[sblock=Actions]
Kane casts Grasping Shadows at J9. Its an area burst 1 so it catches cannibal 1 and 2. As its an area burst I don't suffer the concealment penalty right? And as i was hidden I get a +2 from Combat Advantage? Rolling...
[/sblock]

OOC: I suspect that both those will miss unless they are very weak willed, but just in case a hit will have them slowed til the end of Kane's next turn. Also the Area Burst creates an area of writhing shadows that will slow anyone who enters and cause them 4 psychic damage. Perhaps the area is not so easy to actually see in the dark? :)
 
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