Hadrak steps back and summons Eefaystos' power. He sends a wave of divine light that weakens three sailors while bolstering Incarnation and the Warden.
-''Who do you think the gods favor now? Superstitious nitwits or those who faithfully accomplish their duty?''
[sblock=Action]
Move: Shift to H7
Standard: Divine Glow, I7:K9
Divine Glow vs Sailor 1, 2 and 3. (1d20+11=23, 1d20+11=16, 1d20+11=28, 1d8+10=18) vs Reflex, dmg 18 radiant
**Hits 1 and 2. I'm gonna say that since you used a close blast 3, and you're targeting squares a 0 ft in height, that Sailor 3 at 15 ft, or 3 sqaures, is just out of range.**
Non-Lethal
The Warden and Incarnation get +2 to all attacks for their next turn
Hadrak gains +1 to defenses TENT
It's a new day right? Otherwise, scratch one surge and the AP.
**yup, two days since last fight**
[/sblock]
Stepping in the midsts of the sailors, there is a
hisss as Incarnation calls forth his weaponry. Raising his rod high, the warlock glances around him.
This is the price of your failure. He then speaks one syllable, whispers it really, but it resonates with power in the minds of those around him. Their fear suddenly finds form, the form of the flame and shadow-clad warforged before them. They knew now their mistake.
[sblock=OOC]Shift to J9. Minor to draw rod & dagger.
Tyrannical Threat w/ Divine Glow Bonus (S1–5; Captain): Will 24, 22, 15, 30, 20, 17 for
16 psychic damage (8 if missed) and all target are under Incarnation's warlock curse. Until the end of the encounter, anyone cursed by Incarnation that attacks him takes 2 psychic damage. Nonlethal. Note, it is burst 3, so it
should reach S3.
**Hits all, bloodies 1 and 2**[/sblock]
Rurdev, seeing combat breaking out now, thanks to his inability to see, draws out his axe. The shifter activates the weapon's magic, which causes his blood to rush through him, as if the battle was already half over. He draws upon the rush and shifts, his muscles surge, and his teeth and fingernails lengthen.
"You've started the wrong fight..."
[sblock=Actions]
Minor: Draw blood fury battleaxe
Minor: Activate encounter power of blood fury battle axe: Act as bloodied until end of next turn
Minor: Activate Longtooth Shifting: gain regen 2 while bloodied and +2 to damage until the end of the encounter.
Immediate Reaction: If hit by an attack use Yield Ground to shift to G12 and gain a +2 to all defenses as well as an additional +1 to AC and reflex(boots of fencing master)[/sblock]
The arcane arts bend to my will as well. Georg carefully moves forward and spreads his arms wide. Fire shoots out from his staff and blossoms into a gigantic shroud, engulfing the entire ship but only hurting the crew.
[sblock=OOC] Move: Shift to I10
Standard: Fire Shroud (enlarged) is a close burst 4 targeting only enemies
1d20+9=17 (vs S1 Fort)
1d20+9=16 (vs S2 Fort)
1d20+9=16 (vs S3 Fort) do I get +2 for flanking? **no**
1d20+9=13 (vs S4 Fort)
1d20+9=23 (vs S5 Fort)
1d20+9=19 (vs S6 Fort)
1d20+9=21 (vs Captain's Fort)
1d8+4=6 fire damage and 5 ongoing fire damage (save ends)
**Hits all but S4**
[/sblock]
"You fools! What do you expect to gain?" Raiyek shouts as he whirls, deflecting attacks and launching his own.
"Palladys help us, there is no glory in betrayal," he mutters in prayer under his breath.
[sblock=OOC]I like the AOE's ... why not keep them going?
Standard: Strength from Valor, close burst 1 vs. Fort.
Sailor 4: 1d20+10=22
Sailor 5: 1d20+10=30, crit
Captain: 1d20+10=13
Damage: 1d10+4=8, non-lethal.
Crit damage (14+1d6=16) for Sailor 5.
For every target hit, Raiyek gains 5 temp hp. Assuming first two hit, but missed captain.
**correct**
Minor: DC on captain.
Move: shift to I11.[/sblock]
After the unrelenting assault most of the sailors are covered in burns and there own blood, yet they do not yield.
--------------------------------------
Initiative
Round 1
22; Enemies; Acted
Captain; J11; -22 hp;
Cursed, 5 ongoing fire damage (save ends),
Marked
Sailor 1; I7; 13/53 hp;
Bloodied,
Cursed, 5 ongoing fire damage (save ends)
Sailor 2; J7; 13/53 hp;
Bloodied,
Cursed, 5 ongoing fire damage (save ends)
Sailor 3; I9(Crows Nest); 31/53;
Cursed, 5 ongoing fire damage (save ends)
Sailor 4; H12; 29/53;
Cursed
Sailor 5; J12; 15/53;
Cursed, 5 ongoing fire damage (save ends),
Bloodied
Sailor 6; I14; 31/53;
Cursed, 5 ongoing fire damage (save ends)
21; Hadrak; H7; 52/52; +1 to all defenses TENT; Acted
19; Rurdev; G9; 51/51; Acted
18; Raiyek; I11; 34/56; Marked TECNT; Acted
11; Georg; H9; 44/44; Acted
9; Incarnation; J9; 39/53; Acted
6; Dane; H10; 60/60
5;
Warden; K9; +2 to all attacks next turn
Captain
F 17 W 17
Sailors
F 16 R 16 W 15
[sblock=Map]
[/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.