Adventure:Land Ho! FWBTHW (DM:H.M.Gimlord,Judge:Ozymandias79)

Rujah grumbles as the creature moves away, Riardon's instructions allowing him to keep his distance without leaving an opening for the beast to attack him. He swung his hammer forward, attempting to hold the creature in position.

[sblock=Actions]
Free: Mark the big bone dude
Standard: Weight of Earth on bone dude
1d20+8=9, 1d10+5=6
~sigh~ IC hates Rujah, lol.[/sblock]
 

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Fenwick makes short work of the zombie guarding the dwarf, but loses his footing in the process, falling to the deck of the skiff just before being clipped from behind by another one.

Dayna escapes to Talon’s shadow without protest from the boneclaw, who is preoccupied with the Dragonborn in front of him, “Run dog! I’ll fix you later.” With that, he slashes the warden, nearly to death. Leaving him for just that, he shifts forward reaching for the Shifter, when he loses his footing and falls from the boat.

Even amid the fighting, gasps, cheers, and even laughter erupt from dwarves on the deck, who somehow managed to catch a glimpse of the events unfolding in the skiffs, below.

Rujah, however, is not dead and is presented with a chance at revenge.

[sblock=Mechanics]Fenwick actually falls into the boat since the save is rolled at the end of his turn (in his destination square which is more than 50% boat. Therefore, he avoids falling into the water.

Dayna Moves to G2

D.O.s:
I1 to G-1
Standard: Slam
Target: Fenwick
Attack: 1d20+5=20; 4 damage (forgot CA, but it doesn’t matter)


Boneclaw:
Standard: Claw
Target: Rujah
Attack: 1d20+9=19;1d12+4=7 Hit

Move: Shift to H5-I6
AP: Claw
Target: Talon
Attack: 1d20+9-2=8;1d12+4=14 Miss Provokes Mark from Rujah
Athletics: 1d20+4=6

Save vs. Fall: 1d20=2

D.O.’s
I5 to I4 Provokes triggers Jin's readied action and dies.

I6 to J6
H6 to H7 Provokes OA from Rujah


OK. So in case we lost count:
Rujah gets an OA and Mark Action against the B.C.
Rujah also gets an OA against the zombie, now at H6
Technically, the B.C. is still within reach of Talon's spear


The Boneclaw is in the water (grants CA).

[/sblock][sblock=Status] Jin H3 28/32 AP 1 HS 5
Fenwick G-2 21/37 Prone AP 1 HS 11
Riardon H4 23/39 AP 0 HS 8
Talon G3 17/31(Shifting) AP 0 HS 8
Dayna G2 18/30AP 1 HS 2
Rujah G5 11/41 Bloodied AP 1 HS 11 (AC 25)

Dwarf: G-4 7/24 Bloodied, Restrained
Boneclaw: H5-I6 (Grants CA) 115/134 AP 0

DO locations of note: G-1, G3, H7, J6,I4,F5
The rest are on the ship deck. [/sblock][sblock=Map]
ManOverboardRound9.png
[/sblock][sblock=Enemies]
DrownedOne.png
Boneclawpicture.png
[/sblock]
 
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Riardon

Riardon stabs into the fallen creature, the radiance of his weapon lets it's flesh sizzle. Also it leaves an opening for the other to follow through...
"Rujah, fight on, ignore the pain! Bring the pain to it!
Talon, if you need it, you can take a potion from my belt!"



[sblock=OOC]
Can the Bonclaw stil make OA's while in the water?

Athletics (1d20+10=13)

Move: Stand up, if needed.
Standard: Warlord's Favor (1d20+9=26, 2d8+5=9) One ally within 5 squares of you gains a +4 power bonus to attack rolls against the target until the end of your next turn. I choose Rujah, or is a striker in hitting distance? Choose the one who can potentially do the most damage in his round.
Hit it for 19 dam, including it's radiant vulnerability.
Minor:Inspiring Word on Rujah.

I'm out of encounter powers...

-----

Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +1 on attacks.

[sblock=Mini stat block]
Riardon
Perception: 17 Insight: 12 Low-light Vision
AC 19 Fortitude 17 Reflex 16 Will 15
Initiative:
Hit Points: 23 / 39 Bloodied: 19
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 0 Second Wind: 1
Healing Surge:9 Surges per day: 8 / 8
At-Will Powers: Commander's Strike, Opening Shove
Encounter Powers: Inspiring Word 0/2, Aid the Injured, Chilling Cloud, Warlords Favor, Steel Monsoon, Feystep
Daily Powers: Calculated Assault, Sunblade Burst

Condition:

[/sblock][/sblock]
 
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[sblock=Tactics]Give me the plus 4, it looks like I can sneak in there and drop my daily. You know how much IC hates me. I will need it. Also, I think you should free action to drop your sword so we can switch, unless you think you'll need a minor next round. That is of course if HMG confirms the below.[/sblock][sblock=Map questions]
HMG, it looks like the map cords don't match the player cords.

Also, it looks like the spot next to Rujah, Riardon, and Talon (currently G4) is open and adjacent to the big DO. Is that right?
[/sblock]
 

[sblock=OOC]
Can the Bonclaw stil make OA's while in the water?[/sblock]
[sblock=OOC]Yes, but, as with all of his attacks right now, he takes a -2 penalty due to being in the water and having to reach over the boat. He still has reach 2 with threatening reach though.[/sblock]

[sblock=Map questions]
HMG, it looks like the map cords don't match the player cords.

Also, it looks like the spot next to Rujah, Riardon, and Talon (currently G4) is open and adjacent to the big DO. Is that right?
[/sblock]
[sblock=Map Questions]You are correct on both counts. I corrected the status block, and G4 is open. Be aware, however, that you will provoke an OA from the Boneclaw (albeit at a -2) by going there.[/sblock]
 

[sblock=Tactics]Give me the plus 4, it looks like I can sneak in there and drop my daily. You know how much IC hates me. I will need it. Also, I think you should free action to drop your sword so we can switch, unless you think you'll need a minor next round. That is of course if HMG confirms the below.[/sblock][sblock=Map questions]
HMG, it looks like the map cords don't match the player cords.

Also, it looks like the spot next to Rujah, Riardon, and Talon (currently G4) is open and adjacent to the big DO. Is that right?
[/sblock]
[sblock=Tactics]Moving still occurs OA (no shifting and the boneclaw can still do OA'S - with reach!), so I will not move away. Can Jin get in position to hit the boneclaw without reach?[/sblock]
 

[sblock=OOC]Posting this now so you don't have to wait on me later, but want this attack to happen after all other party members have gone so that I don't push the Boneclaw out of their range of attacks.[/sblock]Talon uses the time while the others attack to build up a good charge in his longspear. After the rest have done their best, Talon shoves his spear forward, unleashing a crackling bolt of energy from the tip which slams into the big creature, shoving it backward until the energy jumps from it to the nearby smaller creatures as well.
[sblock=Actions/Stat block]Start= Talon 17/31(bloodied), Dayna 18/30 hps; +2 to damage and regeneration 2(when bloodied) till end of encounter.

Athletics check vs. DC15 (1d20+10=21)

Move= n/a

Minor=

Standard= Basic melee lightning attack vs Boneclaw AC22 (1d20+7=25, 1d10+4+2=7)
Hunters Quarry damage (1d6=4) Hit AC25 for 11 damage. (Forgot to add +2 damage and Hunters Quarry damage in original roll. Added it here.)

Free= Activate Longspear of Myrdroon's Shard daily power to push Boneclaw back 2 squares and do extra lightning damage after push (1d8=5) to Boneclaw and each creature adjacent to it after the push. I'm hopeful that this can shove it back against the boat and zap each of the Drowned Ones on either side of it.

End= Talon 17/31, Dayna 18/30 hps - Regeneration stopped since Talon not bloodied any longer, but +2 to all damage rolls remains.
[sblock=Talon Stat block]Talon- Male Longtooth Shifter Beastmaster Ranger 2
Passive Perception: +14, Passive Insight: +19, Initiative: +4
AC: 17, Fort: 15, Reflex: 15, Will: 14 -- Speed: 6
HP: 17/31, Bloodied: 15, Surge Value: 7, Surges left: 8/8
Action Points: 1, Second Wind: not used
:bmelee: Basic Attack: +7 vs AC - +1 Longspear 1d10+4
:bmelee: Basic Attack: +7 vs AC (with reach 3) - +1 Longspear 1d10+4 lightning
:bmelee: Basic Attack: +4 vs Reflex - Savage Rend 1d8+3 and slide target 1 square
:ranged: Ranged Basic Attack: +6 vs AC - Longbow 1d10+3
Powers-
At-Will:
Circling Strike, Predator Strike, Wild Shape, Reach 3 basic attack
Encounter: Longtooth Shifting, Enclose the Prey, Savage Rend
Daily: Partnered Savaging, Longspear Push[/sblock][sblock=Wolf Companion stat block] Dayna - Wolf Companion 2
Passive Perception: +17, Passive Insight: +12
AC: 16, Fort: 14, Reflex: 14, Will: 15 -- Speed: 7
HP: 18/30, Bloodied: 15, Surge Value: 7, Surges left: 2/2
:bmelee: Basic Attack: Bite, +6 vs. AC; 1d8+2 (Dex)
Racial Abilities: Combat Advantage- When a wolf has CA, it gets +2(Wis mod) to damage rolls.[/sblock][/sblock]
 

[sblock=tactics]I can risk an OA to get into position. It can't kill me, and it can't take two shots, since I am only moving 1 square. I think I have to try. So unless anyone opposes, I plan to do that.

WD, I think you should drop your sword for me, but it's up to you. If you've dropped it by the time I post (probably tomorrow morning early), I'll swap swords. But if you don't want to do it, that's cool too. Either way, it should be okay this round, since I can use the minor to pick up your sword and hopefully land a hit for extra damage or use the minor encounter power I have, for up to 4-14 damage (I think). Either way, I plan to drop a world of hurt (IC willing), so everyone plan to eat some negrotic damage next round.
[/sblock]
 

Fenwick growls, then pulls himself to his feet. Rearing his axe back, he yells, ever louder, as he swings it at the approaching creature.

"Fenwick Hate Fighting In BOAT!!!"

The axe cleaves his foe neatly in twain, and Fenwick turns to the restrained dwarf behind him.

"Dwarf okay and capable of actions?"
he asks in a much calmer voice.

[sblock=actions]Move: Stand Up
Standard: Howl of Fury vs. G -1 (1d20+8=16)--also affects any lurking zombies in E-1 to G1 that I may have missed.
Athletics check to stay standing:(1d20+9=26)[/sblock]
 

"Hmfmgfrmfff!"

The dwarf looks up wide-eyed at the approaching orc and holds his hands up, palms out. His hands and feet are bound with rigging rope, and his mouth is stuffed with mildewed muslin.

[sblock=Insight DC 12]This gesture means that he would like you to untie him.[/sblock]


[sblock=A couple of points]

  1. Riardon still needs to roll 1d6 to determine Rujah's HP bonus from Inspiring Word.
  2. Untying the Dwarf will require a standard action. Not sure you want to blow it just yet, but there you go.[/sblock]
 

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