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
ane (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]
[/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.