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vampire vs werewolf, the battle of eternity! Count TenSixEx says. if you expect me to have a lawful good pony form, you are sadly mistaken.
<SEARCHING....PONY FORM FOUND>
shut up! he shouts banging his hand on his head.
i do have this form though! he says, and with a loud -clank- his faceplate slides down several inches to reveal several rows of sharp fangs. He then grabs Cur ExSixTen by the scruff of the neck and clamps his jaws down on him.
mmm...wet dog...he says, pulling away and wiping oil off his face plate.
Get off me you freak! Hasting yells, flailing at Quagmire but only doing minor damage with his parrying dagger.
Fire....Fire from figures! Dorm Wellington chuckles, firing three bolts of fire at Jax and Dorn, hitting them and searing their skin, but missing Cur ExSixTen.
Raaaaaaaaaaaaaooooar! The Goblyn yells, biting on Cur ExSixTen with his teeth and shaking him hard.
I'm gonna die, I'm gonna die, I'm gonna die! Cousin Dak yells.
Oh shut up will you! Sardna says, wounds closing from the dark magic emanating from the Glugyug. She heals Dak with the powerof Mars and shoots a bolt of Dark energy at Cur ExSixTen.
Um, OK.... I'll, um, use, this ancient Kobold battle technique! Cousin Dak says, taking a scorpion out of his pocket and tying it to a stick. he dangles it in from of Cur ExSixTen and manages to get in a sting.
[sblock=ancient kobold battle technique]
[/sblock]
[sblock=actions]
Count TenSixEx:
Move: R16
Minor:Warforge's resolve, Count makes a save and gains 15 THP.
saved vs AC penality
Standard: Taste of life vs Cur ExSixTen (Free spending 15 TP to add +15 to damage), 41 vs AC, 35 damage and Count gains 20 THP.
Free: Blood Drinker: the attack does an extra 2 damage (37 damage total) and the Count heals a surge worth of HP.
Hastings:
Minor: Cruel Taunt burst 5 vs Quagmire.
miss
rolls
Standard: Rapier vs Quagmire 26 vs AC miss
Minor: Low slash 29 vs AC 17 damage.
saved vs ongoing
Dorm the Destroyer:
Standard: Searing Ray, three attacks
Note: Dorm ignores all resistance from being a pyromancer.
rolls
Jax: 35 vs ref hit for 18 fire damage and healing surge value is halved (save ends)
Dorn: crit hit for 24 fire damage and healing surge value is halved (save ends)
Cur ExSixTen: miss
Glugyug:
Move:Stand
Standard:Lion's Roar vs CurExSixTen, 39 vs AC, 35 damage and Sardna spends a surge.
Free: Feast: Cur ExSixTen is grabbed (escape or save ends)
Cur ExSixTen Reaction:Reactive Surge + Amulet of Life: Sir Exsixten spends two healing surges, gaining 10THP+66HP
save succeded
Cousin Dak:
Move: Stand
Standard: Scorpion vs Cur ExSixTen
35 vs AC 26 poison damage and Cur ExSixTen is slowed EONT
failed both saves
Sardna:
Free:Mar's blessing on Dak, he heals 40 HP.
Move:Crawl up to P14
Minor:Sustain deep shroud
Standard: Lance of Dark Faith vs Cur ExSIxTen 34 vs ref 22 necrotic damage and Count TenExSix Gains +2 to the next attack against Cur ExSIxTen
saved vs ongoing damage
[/sblock]
[sblock=Combatants]
Hastings Wellington, Male Tiefling,
HP172/282; Bloodied 141,
AC 29; Fortitude 26; Reflex 30; Will 29
Saving Throws +2; Action Points 0
Dorm (The Destroyer) Wellington, Male Mul
HP 166; Bloodied 83
AC 29; Fortitude 25; Reflex 27; Will 26
Count TenSixEx, Male Warforged
HP 20+189/189; Bloodied 95, Count TenExSix Gains +2 to the next attack against Cur ExSIxTen, concealment
AC 32; Fortitude 32; Reflex 24; Will 24
Resistant: 10 Necrotic
Variability: 10 Radiant
Sardna, Female Firesoul Genasi, concealment, -2 to AC EONT Jaz.
HP 67/143; Bloodied 72
AC 31-2; Fortitude 26; Reflex 27; Will 29
Aura 2: thick, writhing shadows surround Sardna. She and any other allys within the aura gain concealment. In addition, enemies that enter or start their turns within the aura take 5 necrotic damage, and enemies (including flying ones) also treat the area within the aura as difficult terrain. Sardna can sustain the aura as a minor action. However, the effect ends if she uses shadow jaunt or moves more than half her speed on her turn.
Cousin Dak, Male Kobold, concealment, 10 ongoing (save ends), -1 to AC (save ends)
HP 50/150; Bloodied 75
AC 31-1; Fortitude 26; Reflex 27; Will 29
Glugyug, Male Goblyn, marked EONT, concealment
HP 106/171; Bloodied 86
AC 30; Fortitude 29; Reflex 26; Will 28
Cur ExSixTen:67/116, werewolf form (+2 power bonus to speed,+2 power bonus to damage, 6 regenerate when not bloodied), grabbed by Glugyug(escape or save ends), slowed EONT
Dorn: 69/93, Dorn's square and all adjacent are heavily obscured, melee and ranged attacks from more than one square away take a -5, and adjacent melee and ranged take -2, 10 ongoing fire damage (save ends), +3 to hit against EONT, flight EONT,healing surge value halved (save ends)
Jax:31/88, healing surge value is halved (save ends)
Andras:81/81
Quagmire: 34/82,
Uncle Jaz: 79/91
[/sblock]
[sblock=Uncle Jaz (updated with more to hit and extra backstab usage)]
Uncle Jaz (Male Kobold Thief) Level 13 Elite Skirmisher Small
HP 91; Bloodied 46
AC 27; Fortitude 25; Reflex 29; Will 24
Speed 6
Saving Throws +2; Action Points 1
Initiative +17 Perception +19
Traits:
Sneak Attack
Enemies granting combat advantage to Jaz take an extra 3d6 damage once per round.
Masterful Action
When spending an AP with an attack power and with combat advantage against the target, Jaz can use his sneak attack against the target regardless of if he used it this turn.
Standard Actions: (Note: Jaz does not have to reload his crossbow).
RBA: Custom Made Hand Crossbow • At-Will
Attack: Ranged 5; +22 vs. AC
Hit: 1d8 + 8.
Standard Actions:
MBA: Dagger
Attack: Melee 1; +18 vs. AC
Hit: 1d4
Move Actions:
Technical Trick • At-Will
Effect: Jaz moves up to his speed and does not draw OA. Every enemy within 5 squares grants combat advantage to him.
Trapmaker's Trick • At-Will
Effect: No movement. Every enemy within 5 squares grants combat advantage to Jaz. The next basic attack Jaz makes this round also causes the enemy to take a -2 to defenses until the end of Jaz's next turn.
Coward's Trick • At-Will
Effect: No movement. Every enemy within 5 squares grants combat advantage to Jaz. The next basic attack Jaz makes this round also causes the enemy to take a -2 to hit until the end of Jaz's next turn.
Minor Actions
R Sneak in the Attack • Encounter
Effect: Ranged 5 Until the start of Jaz's next turn the first ally's attack with CA that hits the target deals an extra 3d6 damage to the targeted enemy.
Shifty • At-Will
Effect: Jaz shifts 1 square.
Free Actions:
Backstab • Encounter
Effect: Jaz gains an extra +3 power bonus to hit and the enemy takes an extra 2d6 damage if it hits.
Special: Jaz can use this twice per encounter.
Triggered Actions:
It's a Trap! • Encounter
Requirements: An enemy hits Jaz with a melee attack.
Effect (Immediate Reaction): Jaz shifts 5 squares and makes an RBA against the target.
Skills Acrobatics +20, Athletics +12, Dungeoneering +12, Insight +12, Stealth +20, Streetwise +12, Thievery +20
Alignment: unaligned Languages: Common, Draconic
[/sblock]
[sblock=Terrain]
The barrels, cannons, boxes etc. are difficult terrain.
The party is currently on the upper level, they can go down the stairs or just off the bannister to reach the lower level. Climbing up to the upper level without using the stairs requires a DC 18 athletics check.
Characters can be pushed off in the water but get a save. You can use ropes on the ship to climb back up out of the water, this requires no check but takes a full move action.
The round wooden things is the mast, You can pass through but not end your turn in the square.
Underwater is heavily obscured and it does not effect Quagmire. No sharks yet at least.
[/sblock]