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


log in or register to remove this ad

[sblock=ooc, tactics]
I used my second wind. Then a halfling hit me for 11 damage(my second wind's healing value).

That means that there's no quick way to bring you back if you go down. After he uses Aid The Injured on Talon, Riardon's gonna be out of quick-heals.

Here is my plan in brief:

1) Either Fenwick or Rujah moves first, charges Drake ending in B43.

2a) If drake goes down, use AP and charge the noble, moving to C43.

3a) Jin moves, charges noble, moving to C44.

4a)Whichever is left moves, charges Noble, moving to C45, then can use AP to try to bull-rush noble out of the boat, or can simply go for finishing him off.

2b) If drake does not go down, use AP for another hit.

3b) If drake then goes down, proceed with 3a.

3c) If drake doesn't go down, then whichever of Rujah or Fenwick has not yet acted moves, charges drake, ending at A43.

4c) If drake goes down, use AP to charge noble, ending at C44.

5c) Jin then moves, charges noble ending at C45. This will leave two people on the boat.

4d) If after three attempts, the drake is still up, we go to plan D. This is the one that involves taking over the world with a cheese grater and a tanker truck full of alphabet soup.

[/sblock]
 

[sblock=tactics]
Let's do it. May for 4th be with us.

Just thinking out loud here: Is there anyway to stop the boat? Any chance we could sink it in one turn, and give ourselves some more time to punch the noble in the face?
[/sblock]
 


[sblock=OOC; HM]
How difficult would it be to crack Rujah's hammer inside the boat and put a hole in it?[/sblock]

[sblock=BB]
I'll go first, once HM answers my question here.[/sblock]
 

[sblock=Theroc]Yeah. Ever since I read Jin's post, I've been trying to come up with AC, HP, and DCs for sinking the boat. Let me stew on this for a little while. I might even ask around for advice.

Edit: OK. DMG page 65 says that Wagons (I imagine this boat is the maritime equivalent of a wagon) have 40hp and AC 4 (pretty much a guaranteed hit). Now I need to figure out the time it would take for the boat to sink... Hang on.

Got it!

When the boat is reduced to 0 hit points, it begins to sink. The sinking boat will become unstable at the end of that round.

After the boat becomes unstable, every attack or move action taken requires an athletics check to avoid capsizing the boat. Athletics check DC starts at 12 and increases by 4 each round.

When the boat capsizes, all creatures adjacent to the shore can make a DC15 Athletics Check with a move action to jump ashore. Creatures that fail, or creatures not adjacent to the shore fall into the water and must swim per the PHB1 rules. The water is not rough, but it's moving, so the DC is Athletics 13.

[sblock=Swimming Rules from PHB183]Success: You can swim at half your speed, or you can keep your position by treading water.

Failure by 4 or less: You lose this move action and you stay where you are you are carried 2 squares downstream (north/up)

Falure by 5 or more: You sink 1 square and risk suffocation (details in Chapter 9 of the DMG).

Uses Movement: Count the number of squares you swim as part of your move[/sblock] [sblock=DMG Chapter 9: Page 159]"When a character fails the chedk, he loses one healing surge and must continue to make checks [every turn]. A character without healing surges who fails a check takes damage equal to his level....A character holding his breath during underwater combat, for example, must make a DC 20 Endurance check at the end of his turn in a round where he takes damage [DC increases by 5 each round]."

BTW. This makes it darn near IMPOSSIBLE to drown! You're more likely to be swept out to sea (1 & 3/4 miles to the north) than to drown.[/sblock]

Sounds like a cool idea. Good Luck.[/sblock]
 
Last edited:

[sblock=BB]
I'll go first, once HM answers my question here.[/sblock]

[sblock=Theroc]I just realized that with his Howling strike, Fenwick is more likely to one-hit the drake with a charge. I'm still fine with either Fenwick or Rujah to go first, but just wanted to add this bit of information.

We've gotten to the point where we're really playing the overthinking game. Potential for not surviving will do that to you.[/sblock]
 


[sblock=HM/OOC/Tactics]
Okay, so, I don't want to spend 3 rounds destroying the ship when I can just capsize it. What roll would be required to capsize it?

Since it's a DC 12 to not capsize the boat, I'd imagine I just need to move to, say B44, and not roll athletics (ie, autofail). Then, make my atheltics check to jump to shore.

What do you think about that?

BB: Make sure you kill that thing!
[/sblock]
 

[sblock=Tenchuu]Aren't you forgetting that you have to reduce the boat to 0 HP, then wait until the beginning of the next round before the boat begins to be unstable enough? (I went back and made this a little more explicit in the rules post, even though it was, IMO, no stretch to deduce this).

But, since you insist....

Rules for capsizing the boat outright: Strength check: DC 20. You must move from the non-shore side of the boat to an adjacent water square. If you pass the strength check, the boat capsizes and you are swimming. If you fail, you're just swimming. Creatures in the boat, adjacent to the shore (who can't fly) have to pass a DC 15 Athletics check to jump ashore or else they are swimming as well. If you actually pull this off, it would be quite entertaining to see aquatic combat ;).[/sblock]
 
Last edited:

Remove ads

Top