GM: | Put Dorn at U14 since Jax is in U15 | |
they say i am batty, but i disagree. Count TenSixEx says, turning into a bat and flying towards the other side of the deck. male genasi warlord are you related to female genasi death domain cleric? because if your not- hey get back here! he shouts trying to slash Andras as Sir ExSixTen rushes in to defend and gets hit instead.
male warforged fighter let me sire you. you will become hybrid gangrel|fighter and join the masquerade! it gives good benefits like 401K and an extended lifetime plan! the Warforged says.
LESS TALKING, MORE FIGHTING! Hasting yells.
I spit on your questionable heritage Hobgoblin! Hasting says distracting Quagmire, rushing in and stabing Quagmire with his rapier striking a vital organ, then following up with an attack with his main-gauche. He attacks again, but fails to penetrate Quagmire's armor.
Heheheh...Boom, boom! Dorm Wellington shouts, summoning up a giant fireball and flinging it at the party, lighting Jax, Dorn and Uncle Jax on fire, but failing to effect Andras.
Heal bosssss mannn! The Goblyn says, summoning up magic from the dark powers of Ravenloft to heal Hastings.
Eat tasty kobold! he shouts attacking Uncle Jax with his double axe and biting onto him with his teeth.
Ahh! Get this thing off me! Uncle Jax cries trying to shake Glugyug off.
Ummm...take this! Cousin Dak says, stealthy moving over next to Uncle Jaz and throwing dirt in the party's eyes. Only Jax fails to close his eyes in time.
Oh-oh that did not work out well...
You are going to need more healing than that sweety. Sardna says, healing the rest of Hasting's wounds with her powers.
Your magic is nothing compared to mine! Darkness come to me! the female fire Genasi shouts at Dorn, summoning a shadowy aura around her and blocking out most of the enemies from view.
[sblock=actions]
Count TenSixEx:
Minor: Form of Bat
Move: Fly to W17 around OA.
Free: Change back
Standard: Dominator's Strike vs Andras
Sir ExSixTen: Guardian's Counter switches places.: vs Sir ExSixTen
29 vs AC 22 damage Count TenSixEx gains 10 THP
Free: Dread Smite: Sir ExSixTen takes an additional 12 cold and necrotic damage and 10 ongoing cold and necrotic damage (save ends).
Sir ExSixTen's MBA
hit for 22 damage Count is marked and Sir gets 5 THP.
Hastings:
When hit by Jax:
Infernal Wraith: Jax takes
21 fire damage.
Minor: Cruel Taunt burst 5 south vs Quagmire.
31 vs will hit Quagmire is pulled 1 square north and grants CA to Hastings EONT.
rolls
Standard: Charge Quagmire 34 vs AC 30 damage + 12 sneak attack damage.
Minor: Low slash 31 vs AC 19 damage.
AP Standard:Rapier vs Quagmire miss and Hastings shifts 1 square north.
saved vs ongoing
Dorm the Destroyer:
Standard: Maximized fireball area 1 U14
Note: Dorm ignores all resistance from being a pyromancer.
rolls
Jaz: 31 vs ref hit for 22 fire damage and 10 ongoing fire damage (save ends)
Jax: 31 vs ref hit for 22 fire damage and 10 ongoing fire damage (save ends)
Sir ExSixTen: miss
Dorn: 34 vs ref hit for 22 fire damage and 10 ongoing fire damage (save ends)
Glugyug:
Minor: Inspiring word Hasting heals
82 hp
Move:S15
Standard:Sweeping assault vs Uncle Jaz, makes two attacks.
rolls
34 vs AC hit for 22 damage
Free:Feast, Uncle Jaz is grabbed (save ends)
27 vs AC miss because of Dorn's aura.
Cousin Dak:
Move:T17
Minor: Shifty to S16
Standard: Dirt in your Eyes Burst 3 SW.
rolls
Jaz: 25 vs ref miss
Jax: 35 vs ref hit for 15 damage and is blinded EONT Dak
Andras: 18 miss
Dorn: 19 miss
Sardna:
Minor: Healing Word on Hastings
he heals for
83 hp and is at full health
Move:Q15
Standard: Deep Shroud. Sardna gains an aura 2:
Effect: 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.
[/sblock]
[sblock=Combatants (Count Count TenSixEx stats updated)]
Hastings Wellington, Male Tiefling, vulnerability 5 cold TENT Jax, slowed TENT Jax, Grants CA and +5 to damage rolls against SONT Quagmire,
concealment
HP282/282; Bloodied 141,
AC 29; Fortitude 26; Reflex 30; Will 29
Saving Throws +2; Action Points 1
Dorm (The Destroyer) Wellington, Male Mul
HP 166; Bloodied 83
AC 29; Fortitude 25; Reflex 27; Will 26
Count TenSixEx, Male Warforged
HP 143/189; Bloodied 95, -1 to AC (save ends), marked by Sir ExSixTen EONT
AC 32; Fortitude 32; Reflex 24; Will 24
Resistant: 10 Necrotic
Variability: 10 Radiant
Sardna, Female Firesoul Genasi,
concealment
HP 143; Bloodied 72
AC 31; 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
HP 150; Bloodied 75
AC 31; Fortitude 26; Reflex 27; Will 29
Glugyug, Male Goblyn,
concealment
HP 171; Bloodied 86
AC 30; Fortitude 29; Reflex 26; Will 28
Sir ExSixTen:
5+114/116.
Dorn:
76/93,
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)
Jax:30/88, 10 ongoing fire damage (save ends), blinded EONT Dak,
Andras:81/81
Quagmire: 21/82, +2 to defenses SONT, grants CA to Hastings EONT
Uncle Jaz: 47/91, 10 ongoing fire damage (save ends), grabbed by Glugyug (save ends)
[/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.
[/sblock]