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Adventure: Lord Byron's High-Seas High-Stakes (DM: Tenchuu, Judge: H.M.Gimlord)
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<blockquote data-quote="Tenchuu" data-source="post: 5167299" data-attributes="member: 85539"><p>The Adventurers sat silently in the dense fog as the boat gently rocked. Porse stood on the deck with his two crewman, and he lit a torch, which did little to improve visibility. The irritable man passed the deck, looking for any sign of sudden ground. </p><p></p><p>After half an hour of wading in the fog, the 1st mate paused in mid stride. He cocked his head to better hear. He waiting a moment longer, in tense silence, before a slamming sound came from the aft of the ship. And then another, and another. And then two more. </p><p></p><p>Looking to the rear of the ship, the ghostly form of another ship faded in to view. The new ship was much larger: the deck a full 6 feet higher than the Wind's Will's. Gruff pirates swung over and down from other ship on thick ropes. </p><p></p><p><span style="color: DarkRed"><strong>"Oy! I'm here for the loot! Stand down, or be slaughtered. Captain Smargat plays no games!"</strong></span></p><p></p><p>[sblock=Mechanics] </p><p>NPCs end their turn after boarding ship and making demands.</p><p></p><p>[/sblock][sblock=Status]</p><p> Wil Rando: G18 <span style="color: Lime">40/40</span> HS 10/10 AP 1 MW 2/2 </p><p> Hergunna: I10 <span style="color: Lime">46/46</span> HS 9/9 AP 1 </p><p> Kane: G11 <span style="color: Lime">53/53</span> HS 10/10 AP 1 </p><p> Kruk: H18 <span style="color: Lime">55/55 </span>HS 12/12 AP 1 </p><p> Carolina: G10 <span style="color: Lime">39/39 </span>HS 7/7 AP 1 </p><p> </p><p>Porse: I14 <span style="color: Lime">25/25</span></p><p>Deckhand: F12 <span style="color: Lime">1/1</span></p><p><span style="color: Lime"></span>Deckhand: F16 <span style="color: Lime">1/1</span></p><p></p><p><strong>Enemies:</strong></p><p>Captain Smargat: H21 <span style="color: Lime">178/178 </span>AP 1</p><p>Pirate 1st Mate: G21 <span style="color: Lime">136/136 </span>AP 1</p><p>Pirate Quartermaster: K22 <span style="color: Lime">82/82 </span></p><p>Pirate Archer: L21 <span style="color: Lime">45/45 </span></p><p><span style="color: Lime"></span>Pirate Archer: K23 <span style="color: Lime">45/45 </span></p><p><span style="color: Lime"></span>Pirate Archer: K24 <span style="color: Lime">45/45 </span></p><p><span style="color: Lime"></span>Javelin Dancer: ??? <span style="color: Lime">70/70</span></p><p>Thugs: G20 <span style="color: Lime">1/1</span></p><p><span style="color: Lime"></span>Thugs: F21 <span style="color: Lime">1/1</span></p><p><span style="color: Lime"></span>Thugs: I20 <span style="color: Lime">1/1</span></p><p></p><p>[/sblock][sblock=map]</p><p> <img src="http://www.nexusnine.net/images/L4E/Byron2-2-2.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p> [/sblock][sblock=Enemies]</p><p> <strong>Captain Smargat</strong></p><p>Medium natural humanoid, human Level 8 Elite Skirmisher</p><p>Initiative +9 Senses Perception +6</p><p>HP 178; Bloodied 89</p><p>AC 22; Fortitude 21, Reflex 20, Will 20</p><p>Saving Throws +2</p><p>Speed 6</p><p>Action Points 1</p><p><strong>Flail (standard, at-will) Weapon</strong></p><p>+13 vs AC; 1d10+7 damage, and Smargat shifts 1 square. Reach 2.</p><p><strong>Flail Trip (standard; requires a flail and combat advantage against the target, recharge 4,5,6 ) Weapon</strong></p><p>+11 vs Fortitude; 2d10+7 damage, and Smargat slides the target 1 square and the target falls prone. Smargat shifts 1 square. </p><p><strong>Parrying Chains (immediate interrupt, when a melee attack hits or misses smargat; requires two flails, at-will) Weapon</strong></p><p>+13 vs AC; 1d10+5 damage, and Smargat gains a +2 bonus to the defense that the triggering attack targeted against the triggering attack.</p><p><strong>Whirling Escape (free, when a melee or close attack misses smargat; at-will)</strong></p><p>Smargat shifts 1 square.</p><p></p><p><strong>Pirate 1st Mate </strong>(Reskin: Amreth Gaunt)</p><p>Medium natural humanoid, human Level 6 Elite Skirmisher (Leader)</p><p>Initiative +9 Senses Perception +11</p><p>HP 136; Bloodied 68</p><p>AC 21; Fortitude 17, Reflex 19, Will 18 ; +2 to all defenses against opportunity attacks</p><p>Saving Throws +2</p><p>Speed 6</p><p>Action Points 1</p><p><strong>Short Sword (standard, at-will) Weapon</strong></p><p>+11 vs AC; 2d6+5 damage.</p><p><strong>Dagger (standard, at-will) Weapon</strong></p><p>+11 vs AC; 2d4+5 damage.</p><p><strong>Dagger (standard, at-will) Weapon</strong></p><p>Ranged 5/10; +11 vs AC; 2d4+5 damage.</p><p><strong>Fencing Strikes (standard, at-will) Weapon</strong></p><p>Gaunt makes a short sword attack and a dagger attack (melee or ranged), and he shifts 1 square after each attack.</p><p><strong>Surprise Counter (immediate interrupt, when hit or missed by a melee attack, recharge 5,6 ) Weapon</strong></p><p>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.</p><p><strong>Muddling Slash (standard; requires short sword, encounter) Weapon</strong></p><p>+11 vs AC; 2d6+5 damage, and the target is slowed and grants combat advantage (save ends both), and it slides 2 squares.</p><p><strong>Blinding Bomb (standard, at-will) Weapon</strong></p><p>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.</p><p><strong>Ignoble Escape (move; encounter)</strong></p><p>Gaunt ends any marked condition currently affecting him, and he shifts 6 squares.</p><p><strong>Combat Advantage</strong></p><p>Gaunt deals 2d6 extra damage when he hits a creature he has combat advantage against.</p><p><strong>Quick Draw</strong></p><p>Gaunt can draw an item as part of the same action required to use that item.</p><p></p><p><strong>Pirate Archers </strong>(reskin: Chevkos's Crossbowman) </p><p>Medium natural humanoid, human Level 4 Artillery</p><p>Initiative +6 Senses Perception +4</p><p>HP 45; Bloodied 22</p><p>AC 16; Fortitude 16, Reflex 18, Will 16</p><p>Speed 6</p><p><strong>Short Sword (standard, at-will) Weapon</strong></p><p>+9 vs AC; 1d6+2 damage.</p><p><strong>Crossbow (standard, at-will) Weapon</strong></p><p>15/30; +11 vs AC; 1d8+5 damage.</p><p><strong>Quick Shot (standard, encounter)</strong></p><p>The crossbowman makes crossbow attacks against two different targets.</p><p></p><p><strong>Pirate Quartermaster </strong>(reskin: Waterdeep Street Thug</p><p>Medium natural humanoid, human Level 7 Soldier</p><p>Initiative +9 Senses Perception +5</p><p>HP 82; Bloodied 41</p><p>AC 21; Fortitude 19, Reflex 20, Will 17</p><p>Speed 6</p><p><strong>Morningstar (standard, at-will) Weapon</strong></p><p>+14 vs AC; 1d10+5 damage, and target is marked until the end of the thug’s next turn.</p><p><strong>Poisoned Dagger (standard, encounter) Poison, Weapon</strong></p><p>Ranged 5/10; +14 vs AC; 1d4+6 damage, ongoing 5 poison damage, and the target grants combat advantage (save ends both).</p><p><strong>Rattling Smash (standard, encounter) Fear, Weapon</strong></p><p>+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.</p><p></p><p><strong>Human Javelin Dancer</strong></p><p>Medium natural humanoid, human Level 6 Skirmisher</p><p>Initiative +8 Senses Perception +4</p><p>HP 70; Bloodied 35</p><p>AC 20; Fortitude 18, Reflex 19, Will 17</p><p>Speed 6</p><p><strong>Spear (standard, at-will) Weapon</strong></p><p>+11 vs AC; 1d8+3 damage.</p><p><strong>Mobile Attack (standard, at-will)</strong></p><p>The human javelin dancer shifts 3 squares and makes one spear attack during the move.</p><p><strong>Javelin (standard, at-will) Weapon</strong></p><p>Ranged 10/20; +12 vs AC; 1d6+3 damage.</p><p><strong>Adept Retreat</strong></p><p>A human javelin dancer does not grant combat advantage from running.</p><p><strong>Skirmish</strong></p><p>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.</p><p></p><p><strong>Thug</strong></p><p>Medium natural humanoid, human Level 8 Minion</p><p>Initiative +7 Senses Perception +4</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 20; Fortitude 20, Reflex 20, Will 19</p><p>Speed 6</p><p><strong>Morningstar (standard, at-will) Weapon</strong></p><p>+11 vs AC; 7 damage.</p><p><strong>Beatdown (standard; requires combat advantage, at-will) Weapon</strong></p><p>+11 vs AC; 7 damage, and the thug knocks the target prone.</p><p>[/sblock][sblock=Notes on enemy interrupts]</p><p><strong>Captain Smargat</strong></p><p><strong></strong>1. Any melee attack will trigger his Parrying chains ability. Go ahead and roll the attack for this.</p><p>2. A missed melee or close attack will trigger his Whirling escape. I will decide if he uses these. </p><p></p><p><strong>1st Mate</strong></p><p>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. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Tenchuu, post: 5167299, member: 85539"] The Adventurers sat silently in the dense fog as the boat gently rocked. Porse stood on the deck with his two crewman, and he lit a torch, which did little to improve visibility. The irritable man passed the deck, looking for any sign of sudden ground. After half an hour of wading in the fog, the 1st mate paused in mid stride. He cocked his head to better hear. He waiting a moment longer, in tense silence, before a slamming sound came from the aft of the ship. And then another, and another. And then two more. Looking to the rear of the ship, the ghostly form of another ship faded in to view. The new ship was much larger: the deck a full 6 feet higher than the Wind's Will's. Gruff pirates swung over and down from other ship on thick ropes. [COLOR=DarkRed][B]"Oy! I'm here for the loot! Stand down, or be slaughtered. Captain Smargat plays no games!"[/B][/COLOR] [sblock=Mechanics] NPCs end their turn after boarding ship and making demands. [/sblock][sblock=Status] Wil Rando: G18 [COLOR=Lime]40/40[/COLOR] HS 10/10 AP 1 MW 2/2 Hergunna: I10 [COLOR=Lime]46/46[/COLOR] HS 9/9 AP 1 Kane: G11 [COLOR=Lime]53/53[/COLOR] HS 10/10 AP 1 Kruk: H18 [COLOR=Lime]55/55 [/COLOR]HS 12/12 AP 1 Carolina: G10 [COLOR=Lime]39/39 [/COLOR]HS 7/7 AP 1 Porse: I14 [COLOR=Lime]25/25[/COLOR] Deckhand: F12 [COLOR=Lime]1/1 [/COLOR]Deckhand: F16 [COLOR=Lime]1/1[/COLOR] [B]Enemies:[/B] Captain Smargat: H21 [COLOR=Lime]178/178 [/COLOR]AP 1 Pirate 1st Mate: G21 [COLOR=Lime]136/136 [/COLOR]AP 1 Pirate Quartermaster: K22 [COLOR=Lime]82/82 [/COLOR] Pirate Archer: L21 [COLOR=Lime]45/45 [/COLOR]Pirate Archer: K23 [COLOR=Lime]45/45 [/COLOR]Pirate Archer: K24 [COLOR=Lime]45/45 [/COLOR]Javelin Dancer: ??? [COLOR=Lime]70/70[/COLOR] Thugs: G20 [COLOR=Lime]1/1 [/COLOR]Thugs: F21 [COLOR=Lime]1/1 [/COLOR]Thugs: I20 [COLOR=Lime]1/1[/COLOR] [/sblock][sblock=map] [IMG]http://www.nexusnine.net/images/L4E/Byron2-2-2.png[/IMG] [/sblock][sblock=Enemies] [B]Captain Smargat[/B] 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 [B]Flail (standard, at-will) Weapon[/B] +13 vs AC; 1d10+7 damage, and Smargat shifts 1 square. Reach 2. [B]Flail Trip (standard; requires a flail and combat advantage against the target, recharge 4,5,6 ) Weapon[/B] +11 vs Fortitude; 2d10+7 damage, and Smargat slides the target 1 square and the target falls prone. Smargat shifts 1 square. [B]Parrying Chains (immediate interrupt, when a melee attack hits or misses smargat; requires two flails, at-will) Weapon[/B] +13 vs AC; 1d10+5 damage, and Smargat gains a +2 bonus to the defense that the triggering attack targeted against the triggering attack. [B]Whirling Escape (free, when a melee or close attack misses smargat; at-will)[/B] Smargat shifts 1 square. [B]Pirate 1st Mate [/B](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 [B]Short Sword (standard, at-will) Weapon[/B] +11 vs AC; 2d6+5 damage. [B]Dagger (standard, at-will) Weapon[/B] +11 vs AC; 2d4+5 damage. [B]Dagger (standard, at-will) Weapon[/B] Ranged 5/10; +11 vs AC; 2d4+5 damage. [B]Fencing Strikes (standard, at-will) Weapon[/B] Gaunt makes a short sword attack and a dagger attack (melee or ranged), and he shifts 1 square after each attack. [B]Surprise Counter (immediate interrupt, when hit or missed by a melee attack, recharge 5,6 ) Weapon[/B] 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. [B]Muddling Slash (standard; requires short sword, encounter) Weapon[/B] +11 vs AC; 2d6+5 damage, and the target is slowed and grants combat advantage (save ends both), and it slides 2 squares. [B]Blinding Bomb (standard, at-will) Weapon[/B] 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. [B]Ignoble Escape (move; encounter)[/B] Gaunt ends any marked condition currently affecting him, and he shifts 6 squares. [B]Combat Advantage[/B] Gaunt deals 2d6 extra damage when he hits a creature he has combat advantage against. [B]Quick Draw[/B] Gaunt can draw an item as part of the same action required to use that item. [B]Pirate Archers [/B](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 [B]Short Sword (standard, at-will) Weapon[/B] +9 vs AC; 1d6+2 damage. [B]Crossbow (standard, at-will) Weapon[/B] 15/30; +11 vs AC; 1d8+5 damage. [B]Quick Shot (standard, encounter)[/B] The crossbowman makes crossbow attacks against two different targets. [B]Pirate Quartermaster [/B](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 [B]Morningstar (standard, at-will) Weapon[/B] +14 vs AC; 1d10+5 damage, and target is marked until the end of the thug’s next turn. [B]Poisoned Dagger (standard, encounter) Poison, Weapon[/B] Ranged 5/10; +14 vs AC; 1d4+6 damage, ongoing 5 poison damage, and the target grants combat advantage (save ends both). [B]Rattling Smash (standard, encounter) Fear, Weapon[/B] +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. [B]Human Javelin Dancer[/B] Medium natural humanoid, human Level 6 Skirmisher Initiative +8 Senses Perception +4 HP 70; Bloodied 35 AC 20; Fortitude 18, Reflex 19, Will 17 Speed 6 [B]Spear (standard, at-will) Weapon[/B] +11 vs AC; 1d8+3 damage. [B]Mobile Attack (standard, at-will)[/B] The human javelin dancer shifts 3 squares and makes one spear attack during the move. [B]Javelin (standard, at-will) Weapon[/B] Ranged 10/20; +12 vs AC; 1d6+3 damage. [B]Adept Retreat[/B] A human javelin dancer does not grant combat advantage from running. [B]Skirmish[/B] 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. [B]Thug[/B] 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 [B]Morningstar (standard, at-will) Weapon[/B] +11 vs AC; 7 damage. [B]Beatdown (standard; requires combat advantage, at-will) Weapon[/B] +11 vs AC; 7 damage, and the thug knocks the target prone. [/sblock][sblock=Notes on enemy interrupts] [B]Captain Smargat [/B]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. [B]1st Mate[/B] 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] [/QUOTE]
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Adventure: Lord Byron's High-Seas High-Stakes (DM: Tenchuu, Judge: H.M.Gimlord)
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