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

[sblock=tactics]Not sure what Kane should do. He has the opportunity to either play defender or controller this round.
Hú Lí can't get to the edge of the pit this round without using an action point, so Takahaan should probably do an inspiring word on Castile to get her back in the fight.
At this point, we should not push any more baddies down the well. In fact, one of us should probably go in to help out. I note that Pezock's got a climb ability on his sheet, so he can get out of the well without having to make any rolls, so if someone wants to send him in, that would work.
He may be able to do "death from above" as a charge action. (Mewness? is this legal?)
Takahaan could jump in and be support, or Noriaki could jump in and play food processor on the thing at the bottom.

If Hú Lí can get to the edge, she can use Canon of Avoidance which will boost Castile's defenses as long as it's maintained.

Anybody have any preferences?[/sblock]
 

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GM: I'll allow a death from above charge, but I think I'd want Pezock to be able to see the target he's charging at the start of his charge (so he'd need a move and a standard to pull that off).

Pezock is perfectly willing to jump down the well, by the way. In fact I was planning on having him do that if nobody had him act this round.
 

OOC: No preferences. We are in a really dangerous situation. 2 elite ghouls that regenerate up top +2 others and Castile dying and grabbed, prone in the water ...

Kane is not going to be very effective from inside the well. I can only hope to wittle them away and draw their attention to me so someone else can help Castile... if I hadn't have missed that Ghoul I'm pretty sure he would have gone down darn it!

 

[sblock=tactics]If Taka can heal Castile, then she can use second wind and comeback strike on her turn to get most of her health back.[/sblock]
 

Gasping as the dwarf falls into the murky water, Takahaan peers in after her, only to be reminded of the ghoul digging into his legs. Only able to lend some helping words, the dragonborn hopes that will do the trick.

"Lady Castile! Your wounds may sting, and your body might ache, but you will live to tell another tale. Steel yourself, friend, and we shall slay these vile fiends together." He calls down to her, hoping to bring her the inspiration for some heroism.

Turning back to the ghoul annoying Noriaki and himself, the dragonborn grunts. Seeing its hands dug into both of them, he makes a quick swing at the ribs, just below the creature's arm, hoping to release its grip. "Nori! Strike there!" he shouts to his friend, indicating the seeping wound on the ghoul.

[sblock=Mechanics]
Minor: Inspiring Word on Castile. Heals her for 12 HP, bringing her to 12 HP.

[sblock=rolls] Heal roll: 1d6+11=12[/sblock]

Standard: Intuitive Strike on Ambusher 1. Hits Will 30 for 11 damage.

[sblock=rolls] Attack Roll: 1d20+11=30

Damage Roll: 1d10+1=11[/sblock]

Move: None taken.[/sblock][sblock=Takahaan]Takahaan Thanazashi Male Dragonborn Bravura Warlord 2
Initiative: +3
Passive Perception: 11
Passive Insight: 10
Senses: Normal
AC:18
Fort:17
Reflex:15
Will:17 HP:32/34
Bloodied:17
Surge Value:8
Surges left:6/8
Action Points: 1

Powers:

Brash Assault
Intuitive Strike
Dragon Breath [x]
Inspiring Word [x]
Flattering Charge [ ]
Vengeance Is Mine [ ]
Lamb to the Slaughter [ ]
Spur To Action [ ]

Other Abilities:

Second Wind [ ]
Cloak of Resistance [ ]

Conditions
Grabbed by Ambusher 1


[sblock=Important Features] Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.[/sblock] [/sblock]
OOC: I'd like to ready a Vengeance is Mine in case anyone takes a whack at me on the enemies' turn. Feel free to resolve the MBA yourself if you wish.
 
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Seeing the dwarf fall into the depth, Noriaki calls out, his face showing concern. "Castile! Gah, get off me foul wretch!" Seeing the weak spot, Noriaki presses the ghoul hard, Driving his blade into it hard enough to shatter a rib. His sword lodged in the ghoul, Noriaki twists it around in a foolish risk and kicks the thing hard in the side, the force pulling his katana free. Without taking his eyes off the foe, he calls out, "Hu li! You can start singing this beast's funereal dirge!"

[sblock=ooc]Mewness, it looks like I forgot to add HP last time I leveled up. I should be at 39hp for level 3.

As for tactics, I didn't have much in the way of stuff to save Castile, so I figured I'd get this ghoul out of the way, then with the map a bit more open and the panicked feel a bit abated, we could assess the situation next turn. It's hanging on by a thread, though. Oh well.[/sblock]

[sblock=Mechanics]Standard: Shatterbone Strike on teh ghoulface.
Attack Roll: 1d20+12=16. Heroic Effort! +4. Hit. I love this racial.
Damage Roll: 2d12+5=16 and his Ac is down by 2 until the end of our next turn.

Action Point! Of Action and Gambling!
Standard: Escalating Violence on ghouly mcghoulerson.
Attack Roll: 1d20+15=25
Damage Roll: 1d12+5=15 Sorry, forgot to roll second [w]. 1d12=5 Total 20 damage. +2 damage bonus to Hu Li

Free Attack: 1d20+12=21
Damage: 1d12+5=7

43 total.






[/sblock]

[sblock=Noriaki]
Noriaki Matsumoto
Male Human Thaneborn Barbarian 2
Initiative: +4(+6 with Takahaan)
Passive Perception: 11
Passive Insight: 12
Senses: Normal

AC:20
Fort:18
Reflex:16
Will:14
HP:37/39
Bloodied:19
Surges left:9/9
Surge Value:9
Action Points: 0

MBA: +8 to hit, 1d12+5 damage
Howling Strike
Pressing Strike

Escalating Violence [x]
Shatterbone Strike [x]
Howl of Triumph []
Shrug it off []
Heroic Effort [x]
Second Wind []

Swift Panther Rage [] [/sblock]
 
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Hú Lí dances away from the hideous ghoul, playing a low rhythmic chant, and stepping sideways so that she can see across the pit. Without warning, she pipes a high trill which digs at the life force of the ghoul that Noriaki and Takahaan have been working on. It isn't enough to destroy it, but perhaps may provide a distraction.
[sblock=actions]Move: Shift to H12
Standard: Vicious Mockery (Will) vs. Ambusher #1: 9(1d20) +6 = 15; 1(1d6) +5 = 6 Ambusher #1 is -2 to attack rolls TENT

Aieee! Minimum damage! 1 point short![/sblock][sblock=Hú Lí]The Black Fox Fox Spirit (Changeling) Bard 3
Initiative: +2, Passive Perception: 17, Passive Insight: 19
AC:18, Fort:12, Reflex:16, Will:17
:bmelee: +3 vs. AC, 1d6-1 damage

HP:27/34, Bloodied:17, Surge Value:8, Surges left:8/8
Action Points: 1, Second Wind: unused
Powers: Fox Spirit Disguise, Wild Shape, Staggering Note, Vicious Mockery
Blunder, Fox Spirit Trick, Grasping Claws, Majestic Word x2, Words of Friendship, Noble Presence, Painted Drum
Stirring Shout, Canon of Avoidance

Virtue of Cunning: Once per round, when an enemy misses an ally within 9 squares of the Black Fox, the Fox may slide the ally 1 square as a free action.

Conditions:
none
[/sblock]
 

At the bottom of the pit, Castile stirs as Takahaan calls out to her. She groans and starts to get up, but something seems to be holding her down... AH! A GHOUL! Without thinking, she gives a hilt strike to the ghoul's legs and disrupts its grab. It's not enough to really hurt it, however.

"Taka! I'm down here!" she yells, pointing out the obvious.

[sblock=Castile actions / stats]Move: Athletics to escape the grab succeeds with a 19. She could shift 1, but she doesn't. (1d20+7=19)

Standard: Comeback Strike vs Ghoul Flesh Seeker misses AC 12. It is a reliable power, so it's not expended. The ghoul is marked TENT. (1d20+8-2=12)

Minor: Dwarven Resilience. Castile uses her second wind to regain 11 hp and drop to 10/13 surges. She gains +2 defenses TSNT.

If the ghoul hits Castile and would miss with a -4 penalty to hit, she'll use Shield Edge Block.


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:23/45, Bloodied:22, Surge Value:11, Surges left:10/13
Initiative +1
Action Points: 0 (encounter)

Conditions
Prone
+2 defenses TSNT (not included above)

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]
 

Ghouls in the Shaft, Round 3

The ghoul that has been holding on to both Takahaan and Noriaki screams in rage, letting go of Takahaan in an attempt to pull Noriaki into its mouth with all of its strength. But its limbs have been greatly weakened, and Noriaki has no trouble evading its teeth. The other tall ghoul leaps away as it is burned by the magical fire. It moves around to attack Noriaki from behind, and sinks its teeth into his shoulder.

Pezock sees a clear path to the shaft. “Hold on, Castile!” he shouts. Brandishing Pearl like a torch, he jumps in.

One of the shorter ghouls edges away from the fire, growling and spitting, and tries wallop Kane with a sweep of its arm, but Kane avoids it. The other bounds over the shaft to attack the pinned Noriaki, but has trouble getting past its own fellows.

In the water, the dark, slimy ghoul claws at Castile and then attempts to slip further down into the water. The cold clamminess of its grasp invades her limbs, making them feel sluggish and heavy, but she cuts at it as it tries to slip away, scoring deeply.

[sblock=actions and rolls]From last round: Gelik takes the total defense action. Pezock readies to jump down the shaft as soon as he can do it without provoking any ghouls.

Ambusher 1 regenerates 5, lets go of Takahaan, and shifts to O11. Ghoul ambusher 1 mouthful of flesh vs AC (-2 mark, -2 mockery), Noriaki; damage
12(1d20) +8 -2 -2 = 16; 8(2d6) +8 = 16
misses.

Pezock jumps into the shaft.

Ambusher 2 regenerates 5 and takes flaming sphere damage
4(1d4) +5 = 9
. It moves away from the flaming sphere, and attacks Noriaki. Ghoul ambusher 2 mouthful of flesh vs AC (+2 flank), Noriaki; damage
12(1d20) +8 +2 = 22; 5(2d6) +8 = 13
hits for 13 and Noriaki is dazed (save ends). Riders on Escalating Violence activate (Noriaki gains +2 to attack and damage roll of his next attack, one ally within 5 of him gains a +2 bonus on damage rolls against Ambusher 2).

Hungry ghoul 1 takes 9 damage from the sphere, becoming bloodied, which recharges its encounter power. It moves to M8. hungry ghoul 1 feed the hungry vs Fort, Kane; damage
5(1d20) +6 = 11; 4(1d8) +6 = 10
misses.

Hungy ghoul 2 moves away from the sphere and charges Noriaki. Hungry ghoul 2 basic vs AC (+1 charge, +2 CA), Noriaki; damage
6(1d20) +8 +1 +2 = 17; 3(1d8) +6 = 9
is a miss.

The ghoul flesh seeker attacks Castile again. Ghoul flesh seeker melee basic (+2 CA) vs AC, Castile; damage
18(1d20) +8 +2 = 28; 2(1d5) +5 = 7
. Castile takes 7 and is immobilized (save ends). Not knowing any better, it then shifts down in the water, provoking Castile’s combat challenge. Castile melee basic vs AC (-2 prone), flesh seeker; damage
11(1d20) +8 -2 = 17; 7(1d12) +7 = 14
hits for 14, Castile gains 4 temps.[/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 (L10/J22) HP 16+4/45; surges 10/13, AP spent, second wind used, prone, bloodied, immobilized (save ends)
Hú Lí (H12) HP 27/34; surges 8/8
Kane (M9) HP 33/33; surges 10/10, AP spent
Noriaki (O12) HP 18/33; surges 8/9, AP spent, grabbed by ambusher 1, dazed (save ends)
Takahaan (M10) HP 32/34; surges 7/8
Gelik (I13) HP 26/26; surges 6/6
Pezock (M11/J22) HP 30/30; surges 7/7

flaming sphere (K10)

Ghouls
Ghoul Ambusher 1 (O11) 90 damage taken, AP spent, bloodied, marked by Kane, -2 AC, -2 attack rolls
Ghoul Ambusher 2 (O13) 24 damage taken, AP spent, marked by Castile
Hungry Ghoul 1 (K9) 33 damage taken, bloodied, feed the hungry used
Hungry Ghoul 2 (J11) 37 damage taken, bloodied, feed the hungry used
Ghoul Flesh Seeker (L12/K23) 14 damage taken, marked by Castile[/sblock]

[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs. The 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=Ghoul Flesh Seeker]Ghoul Flesh Seeker
Immune to disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
AC 17, Fort 13, Ref 15, Will 14; HP 46, bloodied 23
:bmelee: Claws +8 vs. AC, 1d6+5 damage and the target is immobilized (save ends).[/sblock][/sblock]
 

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