• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Adv: The Path of Light; DM: ScorpiusRisk; Judge: Ozymandias79


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Battle surrounded him, but Incarnation was calm. He reached out his rod and channeled black energy into a nearby sailor; the man almost staggered under the dark curse. Stepping aside, the warlock turned his attention to the Captain. Speaking in a low rumble, Incarnation drew enough heat from the fool to form ice shards on the deck, holding the man in place if he did not want further pain. The warforged glances at Georg. Move him if you can. Teach him the lessons of pain.

[sblock=OOC]Change target to S2 instead of S1: EB vs S2 Ref 20, 9 nonlethal; S1 falls. Shift to H8.

**I think you mean S2, since thats who you attacked.. He had 5 thp so he's not down. You can't shift to H8 from J9. I think you meant I8, as thats the only adjacent square not adjacent to a conscious enemy.**

Use AP: Chains of Levistus Fort 22, 15 nonlethal cold and if the Captain moves before TENT Incarnation, he takes an additional 2d6 damage and grants +2 to hit to Incarnation. [/sblock]

Seeing the battle is nearly won, Dane tries to put out the fire on the sailor in front of him.

Cap'n, call down ye dogs. We mean ya no furtha harm if ye stow da blades.

[sblock=Actions]
PC:Dane (Nebten) - L4W Wiki)

Trying to put the fire out on Sailor 5.
Heal (1d20+10=26)

Dane will move over to sailor 1 and put the fire out on him well.
[/sblock]

The Captains clothes continue to burn and he knows he's on his last leg. Looking to his crew, they fair little better. He drops his sword.

"All men stand down." It takes the crew a moment to register the command. They seem shocked and even fearful, but each one in turn drops their weapon. "Know this," adds the Captain. "There be a lot more to this than scales that help clear a mans wounds. Your path is wrought with madness."

[sblock=ooc]The Captain takes 5 ongoing damage (as well as 3 and 6) and orders surrender.

It's up to you how to handle the situation. You could likely steer the boat the rest of the way, as the trip is mostly over, or you can get the crew to do some of the work for you.[/sblock]

--------------------------------------

Initiative Over

Round 2

22; Enemies; Acted
Captain; K12; 2/63 hp; Cursed Marked, Bloodied
Sailor 1; I8; -13/53 hp; Bloodied, Cursed, Unconcious
Sailor 2; K8; 4/53 hp; Bloodied, Cursed
Sailor 3; I9(Crows Nest); 21/53; Cursed, Bloodied
Sailor 4; H12; -4/53; Cursed, Bloodied, Marked, Unconscious
Sailor 5; I12; -1/53; Cursed, Bloodied, Marked, Unconscious
Sailor 6; I14; 10/53; Cursed, Bloodied
21; Hadrak; G8; 52/52; Acted
19; Rurdev; H8; 51/51; Acted
18; Raiyek; I11; 31/56; Marked TECNT; Acted
11; Georg; H9; 44/44; Acted
9; Incarnation; I8; 39/53; Acted
6; Dane; H11; 60/60
5; -2 to AC TENT
Warden; J8; -26 hp

Captain
Aura 5: Any crewman within the aura who succeeds on a saving throws gains +5 thp
F 17 W 17

Sailors
F 16 R 16 W 15

[sblock=Map]
ship05.png
[/sblock]

Main Mast is at I9. Provides cover. Square is inaccessible.

All furniture, crates and stairs are difficult terrain. The inside of the main deck is in the corner of the map. There's more below it but I haven't drawn it yet.

The brown dotted lines represent a shroud (rope ladder) and the mainyard (big pole the sail hangs on). It takes a DC 12 Athletics check to climb (half speed) the shroud/mainyard or a DC 19 Acrobatics check to move along either at full speed. Regular climbing rules apply, including falling off.

There is a low wall around the entire ship, and crows nest, except where indicated by the blue lines. A Bullrush or any power that forces movement requires that you beat the defense by 5 or more in order to move them over that wall. They still get a save to avoid falling, but if its over the wall they aren't prone, they're(you're) hanging on the other side.

It takes a Minor action, Athletics/Acrobatics DC 14 check to get over the wall, and that provokes OAs.

The deck of the ship is considered 0 ft for our purposes with the half deck 7 and a half feet up, and the crows nest 7 and a half feet above that.
 

"Know this," adds the Captain. "There be a lot more to this than scales that help clear a mans wounds. Your path is wrought with madness."

-''Of course our path is wrought with madness! We are going into mortal danger, are we not? 'Sane' people, as you understand the term, tend to go the other way. But someone needs to slay the dragons, rampaging demons and perform all these other insane activities that let your families sleep at night. All right, enough doom and gloom. If you got banged and bruised in that pointless scuffle, line up, I will tale a look at your wounds. I expect a lot of nasty burns...'' Hadrak says, inspecting the crews and offering his healer's talents.
 

A thought floats through Dane's skull at the captain's last remarks:

[ame="http://www.youtube.com/watch?v=eZeYVIWz99I"]YouTube - 300 - this is sparta[/ame]

A toothy smile comes across his face before focuses at the task at hand and replies.

Aye, still tis our path. Ye just get us to port n' we can go 'er ways. Now git dis ship ta shore, or we'll do it. It be a fine ship, I hate ta wreck in on da way onta land.
 

Incarnation waves his hand dismissively and the dark pall of his magic fades from the men. He glances at them once and then returns to his post by the mast. They had a job to do and explaining it would waste time.
 

As the blood settles in his veins Rurdev looks around at the wounded men. Seeing them a little uneasy at the offer of being healed by those that just bested them, Rurdev moves over to speak to some of the less wounded. "Y-You fought w-w-well. Not m-many m-men can stand up to the skills we h-have." The shifter holds out his hand for them to shake it. "No hard f-f-f-feelings."
 

"Get her to shore." The captain says grimly. He moves slowly over and sits on a crate. Four of the crew move to help, but the other three outright refuse, still muttering prayers to the gods. It should be enough to keep moving however.
 

Georg looks a bit ashamed at their victory. He approaches those that let him to ease the burns they experienced. Here, as the magic fades so will the hurt. So it is with the forges...
 



Into the Woods

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