[Adventure] Serpent's Skull: Souls for Smuggler's Shiv (DM: Mewness; Judge: THB)


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Hú Lí gasps as the slavering ghoul towers over her.

"Master Gelik, help, please," she says.

Gelik responds with a gesture. A nimbus of blinking lights surrounds the ghoul's head, but it doesn't react. Gelik looks rather put out by this.

Hú Lí manages to get to her feet while this is going on. She smiles, and puts her flute to her lips.[sblock=actions]Standard: suggest Gelik attack. Gelik Hypnotism vs. Hungry Ghoul 2: 4(1d20) +6 = 10
Move: stand up
Minor: get out flute.[/sblock][sblock=Hú Lí]The Black Fox Fox Spirit (Changeling) Bard 3
Initiative: +2, Passive Perception: 17, Passive Insight: 19
AC:18, Fort:12, Reflex:16, Will:17
:bmelee: +3 vs. AC, 1d6-1 damage

HP:27/34, Bloodied:17, Surge Value:8, Surges left:8/8
Action Points: 1, Second Wind: unused
Powers: Fox Spirit Disguise, Wild Shape, Staggering Note, Vicious Mockery
Blunder, Fox Spirit Trick, Grasping Claws, Majestic Word x2, Words of Friendship, Noble Presence, Painted Drum
Stirring Shout, Canon of Avoidance

Virtue of Cunning: Once per round, when an enemy misses an ally within 9 squares of the Black Fox, the Fox may slide the ally 1 square as a free action.

Conditions:
none
[/sblock]
 

With a shout, Takahaan stuggles as the disgusting creature, lying prone, grasps the dragonborn's legs tightly enough to incapacitate his movement. "Foul creature! Let go of my damned legs before I vault you back to where you belong!" Taking his heavy nodachi, he heaves it downward in a decisive motion, slicing the creature in the side, leaving it open for more punishment by his human friend.

Then, without a pause, the dragonborn catches an opportunity from the corner of his eye and takes it. The opening caused by Castile's heavy assault has left two of the sickly creatures open for a real scorching. Reeling back, he emits a massive blast of fire, catching them in the wake. Coughing, Takahaan blows some of the smoke through his nostrils for effect, before turning back to the ghoul at his feet.

[sblock=Mechanics]
Minor: Inspiring Word on self. Heals for 12 HP, bringing Takahaan to 32/34 HP.

[sblock=rolls] Healing Roll:1d6+8=12[/sblock]

Standard: Intuitive Strike on Savage Ambusher Ghoul 1. Hits Will 24 for 4 Damage, and gives a +2 power bonus to attack to allies with CA over this enemy.

[sblock=rolls] Attack Roll: 1d20+9=22 +2 for Prone/Flanking CA

Damage Roll: 1d10+1=4[/sblock]

Move->Minor: Dragon Breath from L11 to J13, catching Hungry Ghoul 2 and Ambusher 2. Crits Hungry Ghoul 2, causing 7 fire damage. Hits Ambusher 2, causing 5 fire damage.

[sblock=rolls] Attack Rolls: 1d20+7=27, 1d20+7=17

Damage Roll: 1d6+1=5[/sblock][/sblock]
[sblock=Takahaan]Takahaan Thanazashi Male Dragonborn Bravura Warlord 2
Initiative: +3
Passive Perception: 11
Passive Insight: 10
Senses: Normal
AC:18
Fort:17
Reflex:15
Will:17 HP:32/34
Bloodied:17
Surge Value:8
Surges left:6/8
Action Points: 1

Powers:

Brash Assault
Intuitive Strike
Dragon Breath [x]
Inspiring Word [x]
Flattering Charge [ ]
Vengeance Is Mine [ ]
Lamb to the Slaughter [ ]
Spur To Action [ ]

Other Abilities:

Second Wind [ ]
Cloak of Resistance [ ]

Conditions
Grabbed by Ambusher 1


[sblock=Important Features] Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.[/sblock] [/sblock]

OOC: I'd like to ready a Vengeance is Mine in case anyone takes a whack at me on the enemies' turn. Feel free to resolve the MBA yourself if you wish.
 
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Frustrated, Noriaki whips his sword around and strikes low, hoping to break the ghoul's grasp on Takahaan's legs and send him flying back into the depths.

[sblock=Mechanics]Standard: Pressing Strike on purple ghoul 1
Attack Roll: 1d20+10=22
Damage Roll: 1d2+5=13 and he is pushed back toward the hole. Let the saving throws and immediate reactions commence.[/sblock]

[sblock=Noriaki]
Noriaki Matsumoto
Male Human Thaneborn Barbarian 2
Initiative: +4(+6 with Takahaan)
Passive Perception: 11
Passive Insight: 12
Senses: Normal

AC:20
Fort:18
Reflex:16
Will:14
HP:33/33
Bloodied:19
Surges left:9/9
Surge Value:9
Action Points: 1

MBA: +8 to hit, 1d12+5 damage
Howling Strike
Pressing Strike

Escalating Violence []
Shatterbone Strike []
Howl of Triumph []
Shrug it off []
Heroic Effort []
Second Wind []

Swift Panther Rage [] [/sblock]
 

As Takahaan strikes at the ghoul, it lashes out and grabs Noriaki, as well, digging its claws into both of them to stay in place as Noriaki attempts to push it over the edge.

Pezock, seeing Castile engage most of the enemies, backs up to get ready for a charge.

[sblock=Ambusher 1’s reaction]Ghoul ambusher basic melee vs AC, Noriaki (-2 marked); damage
15(1d20) +8 -2 = 21; 4(1d8) +6 = 10
hits for 10 (reduced to 2 by Kane’s aegis) and grabs Noriaki.

Ghoul ambusher 1 save (vs falling)
17(1d20) +2 = 19
succeeds.[/sblock]

Ghouls in the Shaft, Round 2

One of the tall, rangy ghouls bares its teeth and strikes savagely at Noriaki, but the swordsman dodges its attacks easily. The other assaults Castile, but only manages to snap its teeth on her shield.

One of the shorter ghouls moves to Castile’s side and gets slashed for its troubles, before sweeping out its arm, catching both her legs, and tipping her over the edge of the shaft. Pezock squawks in dismay as the taller ghoul rakes her with its claws; unable to steady herself, Castile falls--only to be caught in the black, slimy embrace of a creature that was hiding in the water.

The other short ghoul gets up and claws at Hú Lí, who dances out of the way.

[sblock=actions and rolls]Pretty extreme rolls for the bad guys here.

Ambusher 1 regenerates 5, gets up from prone, and attacks Noriaki. Ghoul ambusher 1 mouthful of flesh vs AC (-2 marked); damage
1(1d20) +8 -2 = 7; 5(2d6) +8 = 13
misses. AP Ghoul ambusher 1 AP mouthful of flesh vs AC (-2 marked); damage
10(1d20) +8 -2 = 16; 12(2d6) +8 = 20
misses as well.

Ambusher 2 regenerates 5 and attacks Castile. ghoul ambusher 2 mouthful of flesh vs AC, Castile; damage
1(1d20) +8 = 9; 4(2d6) +8 = 12


Hungry ghoul 1 shifts to K9. Castile melee basic vs AC, hungry ghoul 1; damage
11(1d20) +8 = 19; 1(1d12) +7 = 8
hits for 8, Castile gains 4 temps.

It then attacks: Hungry ghoul 1 feed the hungry vs Fort (+2 flank), Castile; damage
20(1d20) +6 +2 = 28; 2(1d8) +6 = 8
crits for 16, Castile is slid 3 (actually 2, but no real difference) and an adjacent ally gets a basic attack on her.

Castile save (vs falling)
5(1d20) = 5
fails. Castile falls into the well.

Ghoul ambusher 2 melee basic (+2 flank), Castile; damage
19(1d20) +8 +2 = 29; 5(1d8) +6 = 11
hits for 11.

In the well, Castile is attacked by a hidden ghoul with a readied action. Flesh seeker prepare for feeding vs AC (+2 CA); damage
18(1d20) +8 +2 = 28; 10(2d6) +8 = 18
Hits for 18. Ouch. Castile is grabbed, prone, can’t get up until the grab ends, and dying.

Hungry ghoul 2 gets up from prone and attacks Hú Lí (originally I had it shift to attack Kane because I forgot it was prone). Hungry ghoul 2 feed the hungry vs Fort, Kane; damage
3(1d20) +6 = 9; 6(1d8) +6 = 12
misses.[/sblock]

[sblock=When you hit a savage ghoul ambusher (one of the dark purple ones) with a melee attack]The creature makes a basic melee attack as an immediate reaction (not necessarily against you; I may have to resolve it if there are multiple possibilities).[/sblock]

[sblock=When you try to escape a savage ghoul ambusher’s grab]The ghoul makes a Worry attack against you as an immediate interrupt (+8 vs AC, 1d6+5 damage).[/sblock]
[sblock=Terrain and Lighting]All terrain is normal except for the water.

The interior of the shaft is dimly lit (lightly obscured for those without low-light vision). The water is heavily obscured.

Climbing the shaft requires a DC 20 Athletics check without a rope, or DC 10 with one. There is currently a rope hanging down the shaft, anchored to the wooden plug.[/sblock]

[sblock=Controlling Gelik and Pezock]Companion NPCs in Combat

Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Gelik to use Charm of Misplaced Wrath, you spend a standard action. If you want him to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.

NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.

If all of the PCs act in a given round without giving any actions to a particular NPC, I will have that NPC take one non-offensive action. This will most likely be Second Wind if it is needed and available, and movement or Total Defense if it is not. (It won’t be necessary for PCs to spend their own standard actions to have NPCs use second wind.)[/sblock]

[sblock=Gelik]Gelik
HP 26/26, Bloodied 13, Surge value 6; Surges 6/6
AC 15, Fort 13, Reflex 15, Will 17
Speed 5, gnome traits
Skills: Bluff +8, Arcana +12
Hypnotism (standard; arcane, charm, enchantment, implement; ranged 10, one enemy)
Attack: +6 vs. Will
Hit: Choose one: the target uses a free action to make a melee basic attack against a creature of Gelik’s choice, with a +4 power bonus to the attack roll; or, Gelik slides the target up to 3 squares.
[o] Charm of Misplaced Wrath (standard; arcane, charm, enchantment, implement; ranged 10, one enemy)
Attack: +6 vs. Will
Hit: Gelik slides the target up to 3 squares. The target is then dazed until the end of Gelik’s next turn. (1/encounter, as a free action, Gelik can extend the daze for another round.)
Effect: The target makes a basic attack against a creature of Gelik’s choice as a free action with a +2 power bonus to the damage roll.
[o] Glib Tongue (minor; arcane; personal)
Effect: Gelik gains a +5 power bonus to Diplomacy checks and a +2 power bonus to charm attack rolls until the end of his next turn.
[o] Fade Away (immediate reaction; personal)
Trigger: Gelik takes damage.
Effect: Gelik is invisible until he attacks or until the end of his next turn.
[o] Second Wind

Conditions: none[/sblock]

[sblock=Pezock]Pezock
HP 30/30, Bloodied 12, Surge value 6; Surges 7/7
AC 17, Fort 13, Reflex 17, Will 15
Skills: Bluff +12, Stealth +11
Flock Effect: Pezock gains a +3 bonus to melee attack rolls when flanking rather than +2.
Striker: 1/round, Pezock can deal 1d6 extra damage when he hits an enemy he has CA against.
:bmelee: Icy Skewer (standard; arcane, cold, weapon; melee weapon, one creature)
Attack: +9 vs. AC
Hit: 1d10+5 cold damage. Pezock gains a +2 power bonus to all defenses against the target’s attacks until the end of his next turn.
Special: Pezock can use this power as a melee basic attack.
[o] Piercing Shard (standard; arcane, cold, illusion, psychic, weapon; melee weapon, one creature)
Attack: +9 vs. Will
Hit: 2d10+5 cold and psychic damage.
Effect: Pezock is invisible to the target until the start of his next turn.
[o] Spider Scuttle (free; arcane; personal)
Effect: Until the end of his next turn, Pezock gains a climb speed equal to his speed (6), and can move at that speed when crawling.
[o] Second Wind

Conditions: none

Fluff Notes: Pezock’s powers represent his having a cool magic sword (Pearl). If he loses the sword, he can’t do that neat stuff anymore.[/sblock]

[sblock=status]PCs and Allies
Castile (L10/J22) HP -2/45; surges 12/13, AP spent, bloodied, dying, grabbed by flesh seeker, prone, can’t get up
Hú Lí (I11) HP 27/34; surges 8/8
Kane (L10) HP 33/33; surges 10/10, AP spent
Noriaki (O12) HP 31/33; surges 8/9, grabbed by ambusher 1
Takahaan (M10) HP 32/34; surges 6/8, grabbed by ambusher 1
Gelik (I13) HP 26/26; surges 6/6
Pezock (K6) HP 30/30; surges 7/7

Ghouls
Ghoul Ambusher 1 (N11) 35 damage taken, AP spent, marked by Kane
Ghoul Ambusher 2 (J12) 20 damage taken, AP spent, marked by Castile
Hungry Ghoul 1 (K9) 24 damage taken, marked by Castile, feed the hungry used
Hungry Ghoul 2 (J11) 28 damage taken, bloodied, marked by Castile, feed the hungry used
Ghoul Flesh Seeker (L12/J23)[/sblock]

[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs. The purple creatures are the Ghoul Ambushers.

[sblock=Savage Ghoul Ambusher]Savage Ghoul Ambusher
AC 17, Fort 19, Ref 16, Will 13; HP 96, bloodied 48
Immune to disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
:bmelee: Claws +8 vs. AC, 1d8+6 damage, and the target is grabbed.[/sblock]
[sblock=Hungry Ghoul]Hungry Ghoul
AC 19, Fort 17, Ref 15, Will 13; HP 49, bloodied 24
Immune to disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
:bmelee: Claws +8 vs. AC, 1d8+6 damage[/sblock]
[sblock=Ghoul Flesh Seeker]Ghoul Flesh Seeker
Immune to disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
AC 17, Fort 13, Ref 15, Will 14; HP 46, bloodied 23
:bmelee: Claws +8 vs. AC, 1d6+5 damage and the target is immobilized (save ends).[/sblock][/sblock]
 

Attachments

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ooc: OMG... trying to think of what to do... And I really don't think Kane can do anything directly useful to help Castile ...

Little time to think about the horror he has just witnessed as Castile topples down the shaft Kane steps back and calls upon his most powerful spell conjuring a flaming sphere amongst the cluster of ghouls near him. He tries to remain calm and tune in with Castiles fleeting life force, intent on protecting it from further damage from whatever he saw stir the water as Castiles body hit, even if only briefly.

[sblock=Actions]
Move: Shift back 1 next to Takahaan
Standard: Conjure Flaming Sphere in square in middle of the cluster (K10) to attack the bloodied Ghoul (miss by 1 :( )
Prepared to use Immeadiate Interrupt: Channeling Shield to protect Castile
Ghouls will take auto damage at the beginning of their turn
[/sblock]

[sblock=Kane Arcane]
PC:Kane Arcane (jbear1979) - L4W Wiki
Human Hybrid Swordmage | Wizard 2
Passive Perception/Insight 13
AC:20, Fort:15, Reflex:16, Will:16, Speed:6
HP:33/33, Bloodied:16, Surge Value:8, Surges left:10/10
Initiative +1
Action Points: 1 (encounter): USED

Conditions

Powers
MBA: Dislocation Longsword +1, +6 vs AC, 1d8+2 damage
Cantrips,
Freezing Burst, Phantasmal Assault, Sword Burst

Grasping Shadows:
Aegis of Shielding: Used
Channelling Shield:
Second Wind

Flaming Sphere: Being Used
Dislocation Longsword: USED


Combat notes:
[/sblock]
 
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