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


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Mewness

First Post
Ghouls in the Shaft, Round 1, continued

Noriaki peeks briefly over the edge of the shaft, but, seeing nothing, steps back and readies his sword. No sooner has he assumed his battle stance than a grey-skinned horror springs out of the shaft near Takahaan. The thing is humanoid, but its skin is stretched tightly over its bones and its face is contorted into a grotesque mask of hunger. Both Takahaan and Noriaki land blows on it, but it strikes at Takahaan with extraordinary ferocity, grabbing his legs even as Noriaki knocks its feet out from under it.

A similar creature jumps out of the shaft on the opposite side and pounces upon the hapless Hú Lí, who falls to the ground but manages to squirm out of the way of its snapping teeth.

Two more creatures emerge, moving over to Pezock and Castile. They are shorter and broader than the others.

[sblock=actions and rolls]Noriaki moves to N12. Noriaki Perception DC 19
16(1d20) +1 = 17
fails. Noriaki continues his move to O13. He readies a pressing strike against the first creature to come near enough, planning to push it into the shaft, shifting beforehand if necessary.

Ghoul ambusher 1 climbs out of the shaft at N11. Taka uses his readied brash assault, ghoul ambusher 1; damage
12(1d20) +9 = 21; 5(1d10) +5 = 10
hits for 10. The ghoul takes the basic attack: Ghoul ambusher basic on Taka vs AC (+2 CA; Taka has +4 AC); damage
20(1d20) +8 +2 = 30; 1(1d8) +6 = 7
crits for 14 and Taka is grabbed. An ally within 5 can make a basic on the ghoul, but nobody is eligible.

Noriaki’s readied action goes off. He shifts to O12. pressing strike vs AC (+CA), ghoul ambusher 1; damage
17(1d20) +8 +2 = 27; 8(1d12) +5 = 13
hits for 13. Ghoul ambusher save (avoid falling)
17(1d20) +2 = 19
succeeds. Ghoul falls prone.

Ghoul ambusher 1 standard: mouthful of flesh vs AC (-2 prone; Taka has +4 AC), Taka; damage
9(1d20) +8 -2 = 15; 9(2d6) +8 = 17
misses.

Ghoul ambusher 2 leaps out of the shaft and charges Hú Lí. ghoul ambusher 2 basic attack vs AC (+1 charge), Hú Lí; damage
9(1d20) +8 +1 = 18; 1(1d8) +6 = 7
hits for 7. Hú Lí is grabbed and knocked prone.

Ambusher 2 spends an action point: ghoul ambusher 2 mouthful of flesh vs AC (+CA), Hú Li; damage
4(1d20) +8 +2 = 14; 3(2d6) +8 = 11
misses.

Hungry ghoul 1 double moves, climbing the rest of the way up and ending at J9.

Hungry ghoul 2 double moves, climbing up and ending at L9.[/sblock]

GM: One more thing: during this fight only, Inspiring Word and Majestic Word take effect in a close burst 10 rather than a close burst 5 (so that people who fall down the shaft are in healing range of someone at the top, provided that they are on the edge so as to have line of effect). The shaft is not intended to be a death trap (well, not a total death trap, anyway).


[sblock=If you are at the edge of the shaft][sblock=Perception DC 20 (passive, or active as a minor action]There is another ghoul in the shaft, just under the surface of the water.[/sblock][/sblock]

[sblock=When you hit a savage ghoul ambusher (one of the dark purple ones) with a melee attack]The creature makes a basic melee attack as an immediate reaction (not necessarily against you; I may have to resolve it if there are multiple possibilities).[/sblock]

[sblock=When you try to escape a savage ghoul ambusher’s grab]The ghoul makes a Worry attack against you as an immediate interrupt (+8 vs AC, 1d6+5 damage).[/sblock]

[sblock=Terrain and Lighting]All terrain is normal except for the water.

The interior of the shaft is dimly lit (lightly obscured for those without low-light vision). The water is heavily obscured.

Climbing the shaft requires a DC 20 Athletics check without a rope, or DC 10 with one. There is currently a rope hanging down the shaft, anchored to the wooden plug.[/sblock]

[sblock=Controlling Gelik and Pezock]Companion NPCs in Combat

Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Gelik to use Charm of Misplaced Wrath, you spend a standard action. If you want him to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.

NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.

If all of the PCs act in a given round without giving any actions to a particular NPC, I will have that NPC take one non-offensive action. This will most likely be Second Wind if it is needed and available, and movement or Total Defense if it is not. (It won’t be necessary for PCs to spend their own standard actions to have NPCs use second wind.)[/sblock]

[sblock=Gelik]Gelik
HP 26/26, Bloodied 13, Surge value 6; Surges 6/6
AC 15, Fort 13, Reflex 15, Will 17
Speed 5, gnome traits
Skills: Bluff +8, Arcana +12
Hypnotism (standard; arcane, charm, enchantment, implement; ranged 10, one enemy)
Attack: +6 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: +6 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] Glib Tongue (minor; arcane; personal)
Effect: Gelik gains a +5 power bonus to Diplomacy checks and a +2 power bonus to charm attack rolls until the end of his next turn.
[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 30/30, Bloodied 12, Surge value 6; Surges 7/7
AC 17, Fort 13, Reflex 17, Will 15
Skills: Bluff +12, Stealth +11
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: +9 vs. AC
Hit: 1d10+5 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: +9 vs. Will
Hit: 2d10+5 cold and psychic damage.
Effect: Pezock is invisible to the target until the start of his next turn.
[o] Spider Scuttle (free; arcane; personal)
Effect: Until the end of his next turn, Pezock gains a climb speed equal to his speed (6), and can move at that speed when crawling.
[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 and Allies
Castile (L8) HP 45/45; surges 12/13
Hú Lí (I11) HP 27/34; surges 8/8, grabbed by ambusher 2, prone
Kane (N8) HP 33/33; surges 10/10
Noriaki (O12) HP 33/33; surges 8/9
Takahaan (M10) HP 20/34; surges 7/8, grabbed by ambusher 1
Gelik (I13) HP 26/26; surges 6/6
Pezock (K8) HP 30/30; surges 7/7

Ghouls
Ghoul Ambusher 1 (N11) 23 damage taken, prone
Ghoul Ambusher 2 (J12) AP spent, bounding leap used
Hungry Ghoul 1 (J9)
Hungry Ghoul 2 (L9)[/sblock]

[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs. The dark purple creatures are the Ghoul Ambushers.

[sblock=Savage Ghoul Ambusher]Savage Ghoul Ambusher
AC 17, Fort 19, Ref 16, Will 13; HP 96, bloodied 48
Immune to disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
:bmelee: Claws +8 vs. AC, 1d8+6 damage, and the target is grabbed.[/sblock]
[sblock=Hungry Ghoul]Hungry Ghoul
AC 19, Fort 17, Ref 15, Will 13; HP 49, bloodied 24
Immune to disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
:bmelee: Claws +8 vs. AC, 1d8+6 damage[/sblock][/sblock]
 

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jbear

First Post
Kane's eyes grow wide as plates as the creatures surge forward from the hole. He twirls his blade spinning it in a circle in his hand and striking the air towards a pair of the ghouls ... one of them is caught in the freezing swirl of wind that explodes behind it and is pushed towards the edge of the well. Kane spins full circle bringing the following sword strike over his shoulder towards the ghoul that has Hu Li grabbed in its jaws the air explodes with freezing wind once more ... pushing the unbalanced ghoul over the edge of the well and wrenching the other away from Hu Li in a flash as the creature completely disappears only to reappear directly next to Takahaan ... directly above the gaping hole of the well!

He then moves into the fray pointing at the bloody ghoul lying on the ground between Takahaan and Noriaki.

"Foul creature! Stand and face me!"

[sblock=Actions]
Standard= Freezing Burst @ K10 catching Hungry ghoul 1 and 2
Hit H Ghoul 2 =Slide to K10
Action Point = Freezing Burst @ K11 catching Hungry Ghoul 2 and Ghoul Ambusher 2
Hits both: Slide Hugry Ghoul 2 over the edge of well and use Dislocation Longsword daily power to teleport G Ambusher 2 away from Hu Li to L 11. If he makes his ST to grab the edge then I slide him 1 back over the edge again (I think its cool enough that he deserves having to make 2 ST's to not go down into the well!!! :D).
Move: to L10
Minor: Use Aegis of Shielding on Ghoul Ambusher 1

[MENTION=14889]Mewness[/MENTION] : I don't know if you want us to roll the ST for your monsters in these situations or prefer that we wait til you do it, so I'll leave that in your hands :) C'mon! Go down the weeeeeeeeeeeeeeelll! Splash!
[/sblock]
 
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Mewness

First Post
GM: Hungry ghoul 2 saving throw (avoid falling)
14(1d20) = 14
succeeds, so hungry ghoul 2 is prone in K10.

[MENTION=75065]jbear[/MENTION] The rule about teleportation says that if a target saves against a teleport (owing to being teleported into empty space or a hazard) the teleport is negated. So if it saves, it will still in be J12 (where you can slide it away from Hú Lí, but not off the edge). Do you still want to teleport it to L11?

In general you should make as many checks as you are able for the monsters (OAs, saves, etc.) to save time. I should have mentioned that the Ambushers are totally l33t and get a +2 though.
 

jbear

First Post
OOC: Yep, its worth a shot. Even if it fails I can still slide it away from Hu Li

... Drats! Ok lets be brave and say slide 1 to K11. If Hu Li and Gelik move back 1 they get out of its range unless it provokes an OA (not that my OAs are very good yet ...lvl 4 I'll sort that out)
 
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Mewness

First Post
GM: OK, just putting in a little updated map.

Hú Lí, Hungry ghoul 2, and Ghoul ambusher 1 are prone. Ambusher 1 is marked by Kane.
 

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Dekana

Explorer
Ghouls! Foul undead who hide in caves and prey on dwarven miners! With that thought, Castile leaps to the closest prone ghoul and kicks it savagely in the abdomen. It launches into the air several feet and lands beside Hú Lí. Castile then continues her attack on other ghouls that are still standing. They are unable to dodge the dwarf's axe, and she cuts deep wounds into both of them.

"Stay back, Hú Lí! I'll take all on all these freaks myself!"

[sblock=Castile actions / stats]Move: Shift to K9.

Standard: Tide of Iron vs Hungry Ghoul 2 hits AC 19 for 8 damage, marks it TENT, pushes it to J11, and Castile shifts to K10 and gains 4 THP. CA came from prone. (1d20+8+2=19;1d12+7=8)

AP-Standard: Hack and Hew vs Hungry Ghoul 1 hits AC 20 for 16 damage, marks it TENT, and Castile gains 8 THP (overwriting the 4 from Tide of Iron). Secondary attack vs Ghoul Ambusher 2 hits AC 24 for 14 damage ands marks it TENT. Lol, I like it when everything hits. (1d20+8=20;1d12+7+2=16;1d20+8=24;1d12+7+2=14)

So, Hungry Ghoul 1, Hungry Ghoul 2, and Ghoul Ambusher 2 are marked by Castile TENT. I'd better brace myself...

PC:Castile (Dekana) - L4W Wiki- Female Dwarf Fighter 3
Passive Perception: 18, Passive Insight: 13
AC:20, Fort:18, Reflex:15, Will:14, +5 saves vs poison, Speed:5
HP:8+45/45, Bloodied:22, Surge Value:11, Surges left:12/13
Initiative +1
Action Points: 0 (encounter)

Conditions

Powers
MBA: Waraxe, +8 vs AC, 1d12+7 damage (see Combat notes below)
RBA: Waraxe, +8 vs AC, 1d12+7 damage, 6/12
Combat Challenge, Pass Forward
Crushing Surge, Tide of Iron
Bold Victory, Dwarven Resilience, Guardian's Counter, Hack and Hew, Shield Edge Block
Comeback Strike, Dwarven Thrower Waraxe

Combat notes: +2 melee / close damage with THP, +2 to attack roll on OAs, OAs stop enemy movement
[/sblock]
 
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