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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: 5179007" data-attributes="member: 85539"><p>Bloodied and nearly beaten, the Captain yells, <strong><span style="color: DarkRed">"Ignore the dog, you yellow-bellied bastards! Give me cover fire!"</span></strong></p><p></p><p>The archers grumbled, but obliged, unleashing a salvo on the two attackers closest to the captain. One bolt hit Kruk, while two pierced the dragonscale that Kane wore. Though barely standing, the barbarian recalled how Wil's arrows also pierced the dragon hide. </p><p></p><p>The Quartermaster shuffle-stepped toward Kane and swung up with his morning star. Despite being covered in blood, nearly dead, the barbarian deflected the attack. </p><p></p><p>The Captain deftly whipped his chains around, tripping up Kruk and sending him tumbling away. The dwarf cracked his head against the deck, and warm blood began to flow down the back of his neck. </p><p></p><p><strong><span style="color: DarkRed">"Perhaps it's time to call a truce,"</span></strong> The Captain said, limping back toward the corner of the ship, closer to his own vessel. </p><p></p><p>[sblock=Mechanics] </p><p>Pirate Archer M20</p><p>Standard: Quickshot vs Kruk and Kane</p><p> Attack Kruk: <a href="http://invisiblecastle.com/roller/view/2514579/" target="_blank">1d20+11-2=14</a> Miss</p><p> Attack Kane: <a href="http://invisiblecastle.com/roller/view/2514579/" target="_blank">1d20+11-2=16</a> Miss</p><p> </p><p> Pirate Archer I21</p><p>Standard: Quickshot vs Kruk and Kane</p><p> Attack Kruk: <a href="http://invisiblecastle.com/roller/view/2514582/" target="_blank">1d20+11-2=20 </a></p><p>Attack Kane: <a href="http://invisiblecastle.com/roller/view/2514582/" target="_blank">1d20+11-2=28 </a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2514582/" target="_blank">1d8+5=10 </a></p><p> </p><p> Pirate Archer K25</p><p>Attack Kruk: <a href="http://invisiblecastle.com/roller/view/2514583/" target="_blank">1d20+11-2=23 </a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2514583/" target="_blank">1d8+5=9</a> </p><p> Attack Kane: <a href="http://invisiblecastle.com/roller/view/2514583/" target="_blank">1d20+11-2=26 </a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2514583/" target="_blank">1d8+5=11</a> </p><p> </p><p>Pirate Quartermaster</p><p>Move: shift to F20</p><p>Standard: Morning Star vs Kane</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2514593/" target="_blank">1d20+14-2=20</a></p><p></p><p>Captain Smargat</p><p>Flail Trip Recharge: <a href="http://invisiblecastle.com/roller/view/2514594/" target="_blank">1d6=6</a> Recharged</p><p>Standard: Flail Trip vs Kruk (FORT)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2514596/" target="_blank">1d20+11+2-2=21</a> Hit</p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2514596/" target="_blank">2d10+7=21</a></p><p>Effect: Kruk is Prone and slides to G19</p><p>Move: to I20</p><p>Save vs Slowed:<a href="http://invisiblecastle.com/roller/view/2514597/" target="_blank"> 1d20=10</a> saved.</p><p></p><p>[/sblock][sblock=Status]</p><p> Wil Rando: F14 <span style="color: Lime">21/40</span> HS 10/10 AP 1 MW 0/2 </p><p> Hergunna: F16 <span style="color: DarkRed"><span style="color: DarkRed">18/46</span> </span>HS 7/9 AP 1, <span style="color: DarkRed">Bloodied</span></p><p> Kane: F19 <span style="color: DarkRed">1/53</span> THP <span style="color: Lime">0/5</span> HS 9/10 AP 0, <span style="color: DarkRed">Bloodied</span>,</p><p> Kruk: <span style="color: Lime"><span style="color: White">G19 </span><span style="color: DarkRed">25/55</span> </span>THP <span style="color: Lime">0/13 </span>HS 10/12 AP 1, <span style="color: DarkRed">Bloodied</span>, SW Used</p><p> Carolina: F12 <span style="color: Lime">39/39 </span>HS 7/7 AP 1 </p><p>Summoned Wolf: L23 <span style="color: Lime"><span style="color: DarkRed">6/23</span> </span><span style="color: Gray">(AC:18, Fort:15, Reflex:17, Will:18)</span></p><p></p><p> <strong>Enemies:</strong></p><p> Captain Smargat: I20 <span style="color: Lime"><span style="color: DarkRed">41/178</span> </span>AP 0, <span style="color: DarkRed">Bloodied</span>, <span style="color: LightBlue">Slowed</span>, Marked by Kruk, </p><p> Pirate Quartermaster: F21 <span style="color: Lime">44/82</span>, </p><p> Pirate Archer: M20 <span style="color: Lime">45/45 </span>Bolts <span style="color: Plum">12/20</span> </p><p>Pirate Archer: I21 <span style="color: Lime"><span style="color: DarkRed">10/45</span> </span>Bolts <span style="color: Plum">12/20</span>, <span style="color: DarkRed">Bloodied</span></p><p>Pirate Archer: K25 <span style="color: Lime">45/45 </span>Bolts <span style="color: Plum">12/20</span></p><p></p><p><span style="color: DimGray"><s>Javelin Dancer: I14</s> </span><span style="color: DimGray">0/70 Jav </span><span style="color: DimGray">1/3, In the Drink</span></p><p><span style="color: DimGray"><s>Thug: G20</s> </span><span style="color: DimGray">0/1 Dead</span></p><p><span style="color: DimGray"><s>Thug: I20</s> </span><span style="color: DimGray">0/1 Dead</span></p><p> <span style="color: DimGray"><s>Pirate 1st Mate: </s></span><span style="color: DimGray">G18</span> <span style="color: DimGray">-1/136 AP 0, Dead</span></p><p> [/sblock][sblock=map]</p><p> <img src="http://www.nexusnine.net/images/L4E/Byron2-1-6.png" alt="" class="fr-fic fr-dii fr-draggable " 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 Archers </strong>(reskin: Chevkos's Crossbowman, customized) </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, </strong><strong>at-will</strong><strong>)</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 21; 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><strong>Notable Equipment:</strong> Enduring Beast Armor +1 </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>[/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>[/sblock][sblock=Dim Light]</p><p> 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.</p><p> </p><p> So, all of the enemies will have -2 to hit everyone else.</p><p> [/sblock][sblock=Free Pass on OA]I just now realized that Kruk should have taken an OA from his move. But, we'll just call it a miss this time around.[/sblock]</p></blockquote><p></p>
[QUOTE="Tenchuu, post: 5179007, member: 85539"] Bloodied and nearly beaten, the Captain yells, [B][COLOR=DarkRed]"Ignore the dog, you yellow-bellied bastards! Give me cover fire!"[/COLOR][/B] The archers grumbled, but obliged, unleashing a salvo on the two attackers closest to the captain. One bolt hit Kruk, while two pierced the dragonscale that Kane wore. Though barely standing, the barbarian recalled how Wil's arrows also pierced the dragon hide. The Quartermaster shuffle-stepped toward Kane and swung up with his morning star. Despite being covered in blood, nearly dead, the barbarian deflected the attack. The Captain deftly whipped his chains around, tripping up Kruk and sending him tumbling away. The dwarf cracked his head against the deck, and warm blood began to flow down the back of his neck. [B][COLOR=DarkRed]"Perhaps it's time to call a truce,"[/COLOR][/B] The Captain said, limping back toward the corner of the ship, closer to his own vessel. [sblock=Mechanics] Pirate Archer M20 Standard: Quickshot vs Kruk and Kane Attack Kruk: [URL="http://invisiblecastle.com/roller/view/2514579/"]1d20+11-2=14[/URL] Miss Attack Kane: [URL="http://invisiblecastle.com/roller/view/2514579/"]1d20+11-2=16[/URL] Miss Pirate Archer I21 Standard: Quickshot vs Kruk and Kane Attack Kruk: [URL="http://invisiblecastle.com/roller/view/2514582/"]1d20+11-2=20 [/URL] Attack Kane: [URL="http://invisiblecastle.com/roller/view/2514582/"]1d20+11-2=28 [/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2514582/"]1d8+5=10 [/URL] Pirate Archer K25 Attack Kruk: [URL="http://invisiblecastle.com/roller/view/2514583/"]1d20+11-2=23 [/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2514583/"]1d8+5=9[/URL] Attack Kane: [URL="http://invisiblecastle.com/roller/view/2514583/"]1d20+11-2=26 [/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2514583/"]1d8+5=11[/URL] Pirate Quartermaster Move: shift to F20 Standard: Morning Star vs Kane Attack: [URL="http://invisiblecastle.com/roller/view/2514593/"]1d20+14-2=20[/URL] Captain Smargat Flail Trip Recharge: [URL="http://invisiblecastle.com/roller/view/2514594/"]1d6=6[/URL] Recharged Standard: Flail Trip vs Kruk (FORT) Attack: [URL="http://invisiblecastle.com/roller/view/2514596/"]1d20+11+2-2=21[/URL] Hit Damage: [URL="http://invisiblecastle.com/roller/view/2514596/"]2d10+7=21[/URL] Effect: Kruk is Prone and slides to G19 Move: to I20 Save vs Slowed:[URL="http://invisiblecastle.com/roller/view/2514597/"] 1d20=10[/URL] saved. [/sblock][sblock=Status] Wil Rando: F14 [COLOR=Lime]21/40[/COLOR] HS 10/10 AP 1 MW 0/2 Hergunna: F16 [COLOR=DarkRed][COLOR=DarkRed]18/46[/COLOR] [/COLOR]HS 7/9 AP 1, [COLOR=DarkRed]Bloodied[/COLOR] Kane: F19 [COLOR=DarkRed]1/53[/COLOR] THP [COLOR=Lime]0/5[/COLOR] HS 9/10 AP 0, [COLOR=DarkRed]Bloodied[/COLOR], Kruk: [COLOR=Lime][COLOR=White]G19 [/COLOR][COLOR=DarkRed]25/55[/COLOR] [/COLOR]THP [COLOR=Lime]0/13 [/COLOR]HS 10/12 AP 1, [COLOR=DarkRed]Bloodied[/COLOR], SW Used Carolina: F12 [COLOR=Lime]39/39 [/COLOR]HS 7/7 AP 1 Summoned Wolf: L23 [COLOR=Lime][COLOR=DarkRed]6/23[/COLOR] [/COLOR][COLOR=Gray](AC:18, Fort:15, Reflex:17, Will:18)[/COLOR] [B]Enemies:[/B] Captain Smargat: I20 [COLOR=Lime][COLOR=DarkRed]41/178[/COLOR] [/COLOR]AP 0, [COLOR=DarkRed]Bloodied[/COLOR], [COLOR=LightBlue]Slowed[/COLOR], Marked by Kruk, Pirate Quartermaster: F21 [COLOR=Lime]44/82[/COLOR], Pirate Archer: M20 [COLOR=Lime]45/45 [/COLOR]Bolts [COLOR=Plum]12/20[/COLOR] Pirate Archer: I21 [COLOR=Lime][COLOR=DarkRed]10/45[/COLOR] [/COLOR]Bolts [COLOR=Plum]12/20[/COLOR], [COLOR=DarkRed]Bloodied[/COLOR] Pirate Archer: K25 [COLOR=Lime]45/45 [/COLOR]Bolts [COLOR=Plum]12/20[/COLOR] [COLOR=DimGray][s]Javelin Dancer: I14[/s] [/COLOR][COLOR=DimGray]0/70 Jav [/COLOR][COLOR=DimGray]1/3, In the Drink[/COLOR] [COLOR=DimGray][s]Thug: G20[/s] [/COLOR][COLOR=DimGray]0/1 Dead [s]Thug: I20[/s] [/COLOR][COLOR=DimGray]0/1 Dead[/COLOR] [COLOR=DimGray][s]Pirate 1st Mate: [/s][/COLOR][COLOR=DimGray]G18[/COLOR] [COLOR=DimGray]-1/136 AP 0, Dead[/COLOR] [/sblock][sblock=map] [IMG]http://www.nexusnine.net/images/L4E/Byron2-1-6.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 Archers [/B](reskin: Chevkos's Crossbowman, customized) 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, [/B][B]at-will[/B][B])[/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 21; 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]Notable Equipment:[/B] Enduring Beast Armor +1 [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. [/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. [/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][sblock=Free Pass on OA]I just now realized that Kruk should have taken an OA from his move. But, we'll just call it a miss this time around.[/sblock] [/QUOTE]
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Living 4th Edition
Adventure: Lord Byron's High-Seas High-Stakes (DM: Tenchuu, Judge: H.M.Gimlord)
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