Adventure: Hey! That's Not Wayne's Basement! (DM: H.M.Gimlord, Judge: Ozymandias79)


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[sblock=BB]Actually, the IW puts Fenwick at 11 HP. Any healing action restores a dying character to 0HP and healing surges spent raise HP from that point.[/sblock]
 


The Drake hisses and recoils from Jin, snapping ineffectively as it retreats around the corner of the corridor.[sblock=Mechanics]Human Noble:
Move: E44(2)
Minor: Cut Mooring Line
Move: D44(2)

Spiretop Drake 2:
Standard: Flyby Attack
Tartget: Jin
Attack: 1d20+6=7 Miss, C38, C39, B40, B41, B42, B43, B44 (In boat)[/sblock][sblock=Status]Rujah (9): A36 15/34 Bloodied HS 11/12 AP 2
Jin (9): E33 18/27 HS 6/6 AP 1 (1 AP Used this encounter)
Riardon (6): B36 18/34 HS 6/8 AP 2 (2 IW Used)
Fenwick (13): B35 11/31 BloodiedHS 8/11 AP 1
Talon (11): -A40 -1/26 Dying (2 saves missed) HS 6/8 AP 1
Dayna (10): E23 -2/22 Dying (no saves required) HS 1/2 AP Uses Talon's

Spiretop Drake 2 (15): B44 20/29
Human Bandit 1 (15): H23 -1/37 Dead
Human Bandit 2 (15): G24 -4/37 Dead
Human Bandit 3 (15): B30 13/37 Dead

Human Noble (15): D44 60/60
Halfling Slinger (15): LKL A32 -4/22 Dead
Human Knife Fighter (15): F25 -9/30 Dead[/sblock][sblock=Map]
HideoutRound11.png
[/sblock][sblock=Enemies]
HumanNoble.png




SpiretopDrake.png
[/sblock][sblock=Boat Rules]I figured that since you’re headed that way anyway, and your enemies haven’t had time to ready actions, I would just go ahead and reveal the map.


  1. The boat will not begin moving until the enemies’ turn.
  2. When it begins moving, it will move 4 spaces per turn.
  3. The boat is difficult terrain.
  4. While the boat is not moving, no athletics check is needed to board the boat. When the boat is moving, an athletics check DC 12 is required to enter the boat.
  5. If the boat is no longer adjacent to the shore, a jump is required to enter the boat. Missing the jump means that the character falls in the water.[/sblock]
 

[sblock=Tactics]Here's my thoughts:
Raidon, you need to use an Action point to move up and first aid Talon (not sure if one of your powers can save him from death). If you do, make sure you end your turn in -A39 or -B40. That way, if you fail, I can still move A40 and attempt first aid.

If your heal works, then I am planning to moving to B40 and charge the Drake. Maybe one of the others can do the same (or should in my place). Once the Drake is down, if the other(s) double move to 43 column, we might be able to jump onto the ship next round.

That said, if only one of us makes it on to the ship, I think he is a dead man, so maybe we should let the noble get away (not sure if we can still catch up to him later or what). But Jin wants to kill that damn drake!

Just checked, and Rujah does slightly more damage, so he should charge first. Too bad I can't use my other action point.[/sblock][sblock=Drake]I know I missed 4 times last round, but I did connect once with he drake for 11, so it is down to 9 HP.[/sblock][sblock=Water]In case we foolishly decide to jump in the boat, which way is the water flowing, so we know where to expect the boat to be next round?[/sblock]
 

[sblock=tactics]Maybe bull rushing the Noble out of the boat and into the water? Oh, and the water is flowing north (up on the map). But you didn't hear it from me... ;)[/sblock]
 

[sblock=ooc]If someone can one-hit the drake, then we can all dogpile on the noble. With an AP, someone could even get the drake and go after the noble in one round.[/sblock]
 

[sblock=bull rush]I think to successfully bull rush, you'd need to do a double move and take an OA to get to D45, and bull rush to shore. I think at this point, any other bull rush would put him in the boat still. [/sblock]
 

[sblock=tactics]Looks like you're right on the bull rush. I'm not sure if it's worth it when if I use my AP, I could potentially get a charge and another hit on him, provided the drake is out of the way. I know we're all a little short on HP, but I've saved my second wind so I can take a hit, as long as I don't end up dying at his feet in a drifting boat. Assuming Riardon is going to save Talon, it's Fenwick, Jin, and Rujah that we need to coordinate. Again, if we get lucky and remove the drake in one attempt, we'll probably do okay. If not, we're going to stack up behind the drake. We don't have to worry about readied attacks this round, unless the GM is unfathomably cruel and throws some new unscathed and previously hidden enemies at us, in which case we might as well just accept the TPK :)

Since Jin has already used an AP this fight, he can't get to the noble unless the drake is dead, in which case he may be able to charge, provided there's room. Jin should not go first. I'm not sure if Rujah's used his second wind. I don't think so, but I don't feel like trawling through the thread to find out. He's slightly healthier than Fenwick, who is eating through his healing surges like m&ms, and has a better AC.

If we don't manage to off the drake, I'm going to assume that the boat will drift along right adjacent to the shore for at least one round. Rujah may then be able to use Thorn Strike to pull the bastard off his boat.

I'm mostly thinking out loud at this point, just going over the options.[/sblock]
 

[sblock=tactics]Maybe bull rushing the Noble out of the boat and into the water? Oh, and the water is flowing north (up on the map). But you didn't hear it from me... ;)[/sblock]

[sblock=OOC]OK. You heard it from me. Sorry. I was getting really lazy last night. And as for the room to the north where Talon is lying unconscious:

This is a small chamber, obviously carved out with tools, in which is piled a large sum of valuable odds and ends, obviously come across by less than honest means.[/sblock]
 

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