Round 4
Lochlan discharges the power of the spirits on the lower deck, killing a pirate, and hampering Salashan.
The door can’t take any more. It explodes in a shower of splinters, revealing the towering frame of Kumar, wielding a wicked looking blade. Chiz plunges his own inside him, and fortunately, he finds his mark. Several of the slaves also draw the black blood of the infamous captain. Taran in his wild form sinks his claws in Kumar as well.
Cliff and Asterion can’t connect with the dwarf, who nimble dances away from their attacks.
The slaves kill one of the two remaining pirates, and fight with the other, a stout looking man, well armored. However, the pirate seeing his few chances of surviving decides to surrender.
The dwarf decides to clear some space for his captain, and skewers one of the slaves from behind. The man dies quickly.
Kumar grunts at the slaves and the heroes surrounding him. “Filthy maggots! I let ye live and this is how ye pay me? With betrayal? I’ll slick yer throats! And yers too, I don’t care ‘bout that damn mage’s orders!” With deadly grace, Kumar makes an arc with his blade, slicing through all of the surrounding heroes.
Sandy leaves the ballista and approaches the edge of the upper deck near Lochlan, he attempts to distract the captain, but misses.
One of the few remaining pirates sneaks behind Cliff and tries to sinks a dagger in his left shoulder, but he can't.
Two more slaves run from below.
[sblock= Battle]
Please move your tokens yourselves on the map.
Conditions:
Cliff: 12/39 Marked by Salashan
Chizz: 17/34, Bloodied
Asterion: 40/40
Lochlan: 32/32
Sandy: 32/32
Taran: 24/41
Slave 4: 8/25
Slave 7: 8/25
Salashan de Dwarf: -117, Bloodied, Divine sanction by Cliff
Kumar: -39.
Unlocked Enemies Info:
Pirates: HP:25 AC: 17
Attk: +6 for 1d6+2
Dwarf: AC 24 Fort 25
Attk: +15 for 1d10+9
Kumar:
Attk: +18 for 2d6+10
The map is here, use it, move your tokens around, etc.
Battle over the Ship MAP
If it gives you an error, try reloading.
Kumar roll:
Roll Lookup
[sblock= Important Battle Information, please read]
Any nearby PC can command slaves, I’ll do the rolling of the slaves, so just spell out the commands you wish them to perform.
2 more armed slaves will appear each round from the stairs until number 20 slave has appeared.
2 more pirates will appear each round from the stairs until number 12 pirate has appeared.
The big square In the middle is the main post.
Going up the stairs is difficult terrain so each stairs square takes 2 normal move squares.
Characters standing on the edge of high deck gain a +2 to ranged attacks vs characters on lower deck, and gain concealment vs ranged attacks from low deck attackers.
Standing anywere but the edge of the high deck grants superior conealment from attackers from the other deck. This is true for characters on the lower and on the higher deck. (So the dwarf gets sup. Concealment vs Sandy and Taran, and they too have concealment vs him. Lochlan has +2 attack vs the dwarf, and concealment vs his ranged attacks, whereas the dwarf gets no bonus against Lochlan’s attacks.)
I8 is the entrance to the captain’s cabin. It’s currently closed.
To disable the ballista permantly would take a minor action from the three characters around it. Firing it would take a move action from each of them. The ballista has a ranged attack of +10 vs Ref for 4d8 points of dmg. It has an inherent -4 to attack (plus the cover) people in the lower deck, but can target normally people on the higher deck and the stairs.
The borders of the ship can be used like a “trap”. If someone pushes a character to a square of water, the pushed character falls to the freezing waters and takes 10 dmg each round it remains in it. Characters can use the Rope stairs to climb up, but it would require a successful swim check (DC 15 for each move action used to reach the square adjacent) and a successful climb check (DC 10) to climb up. Minor NPC will instantly die, but bosses will use those rules to climb up again.
[/sblock]
[/sblock]