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

Pezock scrambles up the side of the shaft with surprising speed.


Ghouls in the Shaft, Round 6

The ghoul rips savagely at Noriaki, opening another wound and grabbing him in its claws. The sword shifts itself slightly in his grip, almost as though it is pressing closer to feel his pulse.

[sblock=actions and rolls]I moved the ghoul to N13 rather than N14, which would be too long a push.

Pezock activates spider scuttle and climbs to D22. Gelik goes totally defensive.

Ghoul ambusher 2 recharge (bounding leap)
4(1d6) = 4
recharges. The ghoul regenerates 5 and claws at Noriaki. Ghoul ambusher 2 melee basic vs AC, Noriaki; damage
14(1d20) +8 = 22; 5(1d8) +6 = 11
hits for 11 and Noriaki is grabbed.[/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.
[x] 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.
[x] 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) HP 27+4/45; surges 9/13, AP spent, running
Hú Lí (L8) HP 27/34; surges 8/8
Kane (L9) HP 19/33; surges 10/10, AP spent
Noriaki (O12) HP 7/39; surges 6/9, AP spent, bloodied, grabbed by ambusher 2
Takahaan (O10) HP 32/34; surges 7/8
Gelik (I13) HP 26/26; surges 6/6
Pezock (M11/D22) HP 30/30; surges 7/7, spider scuttle

Ghouls
Ghoul Ambusher 1 (O11) dead
Ghoul Ambusher 2 (N13) 63 damage taken, AP spent, marked by Kane, bloodied, granting CA, can’t make OAs
Hungry Ghoul 1 (M8) dead
Hungry Ghoul 2 (J11) dead
Ghoul Flesh Seeker (L12/K23) dead[/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]
 

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Kane attempts to drive his magic deeper into the ghouls oily mind. As illusions of an angelic being beset the undead creature, something akin to fear creeps into its eyes, until now devoid of any other emotion than hunger, the deadly distracion leaves the creature open to Kane's companions to finish it.


[sblock=Actions] Phantasmal Assault on remaining ghoul. I thought about going last so eveyone can make most of CAdv, but I figured it would be better to have my turn so I can interrupt again with my Aegis which will need to happen if the ghoul is hit by a melee attack. Hopefully I'll hit and grant CADv again ...

Edit: Cool: CAdv for everyone TENT, No OAtks for Ghoul again, Marked, ready to interrupt (especially if it goes after Noriaki) and if it comes after Kane White Lotus Riposte: 4 psychic dmg. [/sblock]
 
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OOC: I used Intuitive Strike, so you everyone has +2 from Kane's CA-inducing power, and +2 from me, as well. Go ahead and smack him, with your +4 :)


Takahaan takes the window of opportunity as his friend pierces the creature's mind with thoughts and visions of unparalleled horror. The dragonborn carefully takes the flat edge of his nodachi, and with a hard swing, whacks the wretched creature in the side with powerful force. The blow knocks it off-balance, leaving it wide open for additional dispatching.

[sblock=Mechanics]

Move: Walk to O13

Standard: [/color=green]Intuitive Strike[/color] on the lone Ambusher. Hits Will 22 for 3 damage, and gives allies with CA toward Ambusher a +2 to attack, so +4 total

[sblock=rolls]
Attack Roll:1d20+11=22

Damage Roll:1d10+1=3[/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
None


[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]
 
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Castile emerges from the pit (relatively) unharmed and rejoins the fight. She wheels around the hole to get to the remaining ghoul.

"Not very nice to knock a lady down! Why don't we see how you like it?" Castile swings her large shield hoping to knock the ghoul over the edge, but it nimbly dodges her blow. She silently chastises herself for calling the attack before making it...

[sblock=Castile actions / stats]Move: Walk to N14.

Standard: Tide of Iron vs ghoul misses AC 14, including the +4. I'll have my mark supersede Kane's. (1d20+8+4=14)

As a reminder, the Shield Push feat lets Castile add a push 1 effect to her combat challenge. If the ghoul provokes that attack, she'll try again to knock it into the pit.
Actually, scratch that. I think it's better for the ghoul than for us if it goes in the pit. I'd push it somewhere away from the hole I guess.

PC:Castile (Dekana) - L4W Wiki- Female Dwarf Fighter 3
Passive Perception: 18, Passive Insight: 13
AC:20, Fort:18, Reflex:15, Will:14, +5 saves vs poison, Speed:5
HP:4+27/45, Bloodied:22, Surge Value:11, Surges left:9/13
Initiative +1
Action Points: 0 (encounter)

Conditions

Powers
MBA: Waraxe, +8 vs AC, 1d12+7 damage (see Combat notes below)
RBA: Waraxe, +8 vs AC, 1d12+7 damage, 6/12
Combat Challenge, Pass Forward
Crushing Surge, Tide of Iron
Bold Victory, Dwarven Resilience, Guardian's Counter, Hack and Hew, Shield Edge Block
Comeback Strike, Dwarven Thrower Waraxe

Combat notes: +2 melee / close damage with THP, +2 to attack roll on OAs, OAs stop enemy movement
[/sblock]
 

Feeling the spirit of the sword awaken, Noriaki reaches out to it. The spirit is young, and eager. Eager for glory, eager for blood. Noriaki tightens his grip on the hilt, and wills the sword's newly awakened spirit to claim the ghoul's blood. At the last moment, the sword twists in his grip, turning a sure kill into a glancing blow. To his great frustration, Noriaki feels rebellion brewing in his blade.

[sblock=Mechanics]Standard: Howling Strike on Ghoulie 2.
Attack Roll:1d20+11=20
Damage Roll: 1d12+2d6+6=16

[/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:7/39
Bloodied:19
Surges left:8/9
Surge Value:9
Action Points: 0

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

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

Swift Panther Rage [] [/sblock]
 

Hú Lí's music intensifies until with one final flourish, the flute screams. The unliving creature seems momentarily disoriented by the music, then collapses to the ground.

Hú Lí drops the flute from her lips.

"It is finished," she says, and taps twice sharply on her drum, indicating the conclusion of the performance.[sblock=actions]
Standard: Vicious Mockery (Will) vs. Ghoul Ambusher 2: 4(1d20) +6 +2 +2 = 14; 3(1d6) +5 = 8 Ghoul has -2 to attacks TENT, although that doesn't matter, since it's dead.[/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]
 

The last of the ghouls collapses with a sort of sigh, almost of relief, and the hilltop is quiet again. Pezock climbs the rest of the way out of the hole and shakes dirty water out of his feathers. "Do you suppose there's anything valuable down there?" he asks.

Gelik makes a noncommittal noise. "It seems rather too elaborately constructed for a mass grave," he says. "I'd wager there's something interesting down there, although I'm not sure I'd be willing to dive in and find it."

GM: Combat over!
 

Kane ripples with laughter as he comes to the edge of the shaft and stares down into the water, his eyes gleaming with excitement.

"Give me a moment to c-catch my b-breath. I w-will dive in."

Kane will listen intently to any ideas his companions might have about diving in but if nothing comes forth during the moments he needs to catch his breath he casts light onto his left hand, dropping his pack and sheathing his blade, he then dives down into the water and lets the momentum carry him as far down as possible. He will try and swim to the bottom and search around for as long as he can hold his breath serching for either the pull of magic or something that stands out or catches his eye.

ooc: Kane spends enough surges to take him back to full HP

[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:8/10
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:
Channelling Shield:
Second Wind

Flaming Sphere: Used
Dislocation Longsword: USED


Combat notes:
[/sblock]
 

Takahaan takes a few deep breaths as the last of the creatures is slain. He wipes a bit of blood off of his leg, still smarting from the bite of the lizard, the pain renewed from the battle. Nodding to Kane as he decides to jump in, he keeps an eye on him for trouble. He turns to Noriaki, bloodied from the violence, the human's eyes bright with latent power and motivation.

"You fought well, Noriaki. I cannot speak to blades the same as you can, but it is clear to me that you have become one with yours. Tell me, what is this one's name?" He looks to the bloodied warrior, interest in his eyes.
 

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