[sblock=Computer Issues Resolved?]Well, that was annoying. Maptool got into some kind of endless memory usage loop with my previous campaign file. So, to save time re-doing, and also to avoid the same issue, I used a screenshot of the map as the background. As a result, if combat strays off the Wind's Wil, it's going to look crappy. Sorry.
Speaking of which, the other ship is much taller, so getting from the Will to it's deck will require some kind of grappling hook.
[/sblock][sblock=Kruk]I agree with your logic, and I gave you your action point back.[/sblock]
Nodding to Wil, Porse said,
"Looks like you've got this covered. We'll wait below deck. Come on boys!" Without a moment to spare, the Captain's mate jumped down into the cargo hold and scrambled out of sight. The two deck hands followed suit.
The Pirate Captain smiled after Kane's attack.
"A flying bugbear. Don't see that everyday. I'll be sure to hang your head in my quarters."
Captain Smargat shifted around to flank Kane, whipping his chains around the barbarian's legs and yanking hard. The attack threw Kane to the deck and sent him sliding to the rail. The captain performed an unorthodox pirouette at the same time, moving closer to the port rail.
"Take the dwarf, Matey," The captain ordered, then bellowing over his shoulder back at the pirate ship,
"AND ON WITH THE REST OF YOU LIVERY DOGS!"
The 1st Mate nodded to the captain's orders, but as he turned to face Kruk, blood poured from his nose. The pirate haphazardly wiped his face with his forearm, then lunged forward. The pirates arms were a blur to the others as he attacked, side stepped, attacked again, side stepped back, and attacked once more. But the small fencer's blades could not get past the dwarf's heavy defenses.
On queue from the captain's orders, a pirate with a long spear swung from a rope onto the boat; The rope quickly retracted back by a pirate deck hand. A second pirate leaped from the deck of the higher pirate ship onto the rear of the Wind's Will.
To cover their advance, the pirate archers let loose a rain of bolts across the deck, targeting Hergunna and Kruk. Two bolts struck Hergunna: one in the left shoulder and one in her check. Only one hit Kruk, but it found a gap in the dwarfs armor, hitting his neck.
[sblock=Mechanics]
Captain Smargat
Effect: takes 5 ongoing
Move: Shift to G19
Standard: Flail Trip vs kane
Attack:
1d20+11+2=32 (forgot -2)
Damage:
2d10+7=15
Effect on Kane: knocked Prone. Slide to F19
Effect on Smargat: Shift to H19
Save vs ongoing:
1d20=17
Pirate 1st Mate
Effect: takes 5 ongoing
Standard: Muddling Slash vs Kruk
Attack:
1d20+11+2=24 (forgot -2) Miss
AP: Fencing Strikes
Attack1:
1d20+11+2-2=19 Miss
Attack2:
1d20+11+2-2=12 Miss
Attack Shifts: He shifts over and back, so his net position does not change
Move: Shift to G20
Save vs ongoing:
1d20=16
Javelin Dancer
Move: to H21
Pirate Quartermaster
Move: to I21
Pirate Archer L21
Standard: Quickshot vs Hergunna and Kruk
Wil Interupt Virtue of Prescience on Hergunna. +2 to AC
Attack Hergunna:
1d20+11-2=18 Miss
Damage: N/A
Attack Kruk:
1d20+11-2=21 Miss
Pirate Archer K23
Standard: Quickshot vs Hergunna and Kruk
Attack Hergunna:
1d20+11-2=14 Miss
Attack Kruk:
1d20+11-2=20 Miss
Pirate Archer K24
Standard: Quickshot vs Hergunna and Kruk
Attack Hergunna:
1d20+11-2=20
Damage:
1d8+5=7
Attack Kruk:
1d20+11-2=29 CRIT
Damage: 1d8+5= 13
[/sblock][sblock=Status]
Wil Rando: G18
40/40 HS 10/10 AP 1 MW 2/2
Hergunna: I10
39/46 HS 9/9 AP 1
Kane: F19
38/53 HS 10/10 AP 0,
Prone
Kruk: F20
42/55 HS 12/12 AP 1
Carolina: G10
39/39 HS 7/7 AP 1
Enemies:
Captain Smargat: H19
131/178 AP 1,
Pirate 1st Mate:
G20 65/136 AP 0,
Bloodied,
Javelin Dancer: H21
70/70 Jav
3/3
Pirate Quartermaster: I21
82/82
Pirate Archer: L21
45/45 Bolts
18/20
Pirate Archer: K23
45/45 Bolts
18/20
Pirate Archer: K24
45/45 Bolts
18/20
Thug: G20 0/1 Dead
Thug: I20 0/1 Dead
[/sblock][sblock=map]
[/sblock][sblock=Enemies]
Captain Smargat
Medium natural humanoid, human Level 8 Elite Skirmisher
Initiative +9 Senses Perception +6
HP 178; Bloodied 89
AC 22; Fortitude 21, Reflex 20, Will 20
Saving Throws +2
Speed 6
Action Points 1
Flail (standard, at-will) Weapon
+13 vs AC; 1d10+7 damage, and Smargat shifts 1 square. Reach 2.
Flail Trip (standard; requires a flail and combat advantage against the target, recharge 4,5,6 ) Weapon
+11 vs Fortitude; 2d10+7 damage, and Smargat slides the target 1 square and the target falls prone. Smargat shifts 1 square.
Parrying Chains (immediate interrupt, when a melee attack hits or misses smargat; requires two flails, at-will) Weapon
+13 vs AC; 1d10+5 damage, and Smargat gains a +2 bonus to the defense that the triggering attack targeted against the triggering attack.
Whirling Escape (free, when a melee or close attack misses smargat; at-will)
Smargat shifts 1 square.
Pirate 1st Mate (Reskin: Amreth Gaunt)
Medium natural humanoid, human Level 6 Elite Skirmisher (Leader)
Initiative +9 Senses Perception +11
HP 136; Bloodied 68
AC 21; Fortitude 17, Reflex 19, Will 18 ; +2 to all defenses against opportunity attacks
Saving Throws +2
Speed 6
Action Points 1
Short Sword (standard, at-will) Weapon
+11 vs AC; 2d6+5 damage.
Dagger (standard, at-will) Weapon
+11 vs AC; 2d4+5 damage.
Dagger (standard, at-will) Weapon
Ranged 5/10; +11 vs AC; 2d4+5 damage.
Fencing Strikes (standard, at-will) Weapon
Gaunt makes a short sword attack and a dagger attack (melee or ranged), and he shifts 1 square after each attack.
Surprise Counter (immediate interrupt, when hit or missed by a melee attack, recharge 5,6 ) Weapon
Gaunt can shift 1 square before the attack; he gains combat advantage against the target (included in attack and damage); targets the triggering attacker; +13 vs AC; 3d6+4 damage, and the target grants combat advantage until the end of Gaunt’s next turn.
Muddling Slash (standard; requires short sword, encounter) Weapon
+11 vs AC; 2d6+5 damage, and the target is slowed and grants combat advantage (save ends both), and it slides 2 squares.
Blinding Bomb (standard, at-will) Weapon
Area burst 1 within 10; +8 vs Fortitude; the target treats all nonadjacent squares as lightly obscured until the end of Gaunt’s next turn. This attack doesn’t provoke opportunity attacks.
Ignoble Escape (move; encounter)
Gaunt ends any marked condition currently affecting him, and he shifts 6 squares.
Combat Advantage
Gaunt deals 2d6 extra damage when he hits a creature he has combat advantage against.
Quick Draw
Gaunt can draw an item as part of the same action required to use that item.
Pirate Archers (reskin: Chevkos's Crossbowman)
Medium natural humanoid, human Level 4 Artillery
Initiative +6 Senses Perception +4
HP 45; Bloodied 22
AC 16; Fortitude 16, Reflex 18, Will 16
Speed 6
Short Sword (standard, at-will) Weapon
+9 vs AC; 1d6+2 damage.
Crossbow (standard, at-will) Weapon
15/30; +11 vs AC; 1d8+5 damage.
Quick Shot (standard, encounter)
The crossbowman makes crossbow attacks against two different targets.
Pirate Quartermaster (reskin: Waterdeep Street Thug
Medium natural humanoid, human Level 7 Soldier
Initiative +9 Senses Perception +5
HP 82; Bloodied 41
AC 21; Fortitude 19, Reflex 20, Will 17
Speed 6
Morningstar (standard, at-will) Weapon
+14 vs AC; 1d10+5 damage, and target is marked until the end of the thug’s next turn.
Poisoned Dagger (standard, encounter) Poison, Weapon
Ranged 5/10; +14 vs AC; 1d4+6 damage, ongoing 5 poison damage, and the target grants combat advantage (save ends both).
Rattling Smash (standard, encounter) Fear, Weapon
+12 vs Will; 2d10+8 damage, and the target takes a –2 penalty to attack rolls until the end of its next turn. If the target was marked by the tough, the target is also dazed until the end of the tough’s next turn.
Human Javelin Dancer
Medium natural humanoid, human Level 6 Skirmisher
Initiative +8 Senses Perception +4
HP 70; Bloodied 35
AC 21; Fortitude 18, Reflex 19, Will 17
Speed 6
Spear (standard, at-will) Weapon
+11 vs AC; 1d8+3 damage.
Mobile Attack (standard, at-will)
The human javelin dancer shifts 3 squares and makes one spear attack during the move.
Javelin (standard, at-will) Weapon
Ranged 10/20; +12 vs AC; 1d6+3 damage.
Adept Retreat
A human javelin dancer does not grant combat advantage from running.
Skirmish
If a human javelin dancer ends its move at least 4 squares from the square where it started the move, its attacks deal 1d6 extra damage until the start of its next turn.
Notable Equipment: Enduring Beast Armor +1
Thug
Medium natural humanoid, human Level 8 Minion
Initiative +7 Senses Perception +4
HP 1; a missed attack never damages a minion.
AC 20; Fortitude 20, Reflex 20, Will 19
Speed 6
Morningstar (standard, at-will) Weapon
+11 vs AC; 7 damage.
Beatdown (standard; requires combat advantage, at-will) Weapon
+11 vs AC; 7 damage, and the thug knocks the target prone.
[/sblock][sblock=Notes on enemy interrupts]
Captain Smargat
1. Any melee attack will trigger his Parrying chains ability. Go ahead and roll the attack for this.
2. A missed melee or close attack will trigger his Whirling escape. I will decide if he uses these.
1st Mate
Any melee attack triggers the surprise counter, if it is charged. Go ahead of roll for this. Don't forget the bonuses to hit and damage for combat advantage.
[/sblock][sblock=Dim Light]
Characters who have normal vision can’t see well in dim light: Creatures in the area have concealment. Characters who have low-light vision or darkvision see normally in dim light.
So, all of the enemies will have -2 to hit everyone else.
[/sblock]