The Captain's Caper! (Dunamin judging)


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-Alexander slashes at the goblin warrior in front of him and tries to push it overboard. He then turns to move across the deck and help Hrav against the goblin he is fighting. He doesn't see the goblin he pushed catch itself on the rail of the ship and pull itself back over to land in a heap on the deck...

-Hrav uses Alexander's distraction to finish off the goblin between them and toss its body overboard.

-The goblin sharpshooter near Quagmire shifts back one step to fire its crossbow at him without hindrance. The bolt flies forward and strikes home in Quagmire, leaving him with a bloody wound. (6 damage and Quagmire is bloodied) The other sharpshooter fires at Alex while he is congratulating Hrav on his kill. His bolt finds its mark as well and Alex takes 8 damage.

-Quagmire and Girth can go again...

[sblock=Init : Status]26- Quagmire 15/31, bloodied
24- Girth 32/35 +5 temp HP
22- C1: Unconscious
22- C2: Unconscious
22- C3: Unconscious
22- C4: Unconscious
22- C5: Unconscious
18- W1: 48 damage, Dead
18- W2: 37 damage, Unconscious
18- W3: 12 damage, prone
18- W4: 38 damage, Dead
11- Alex 24/41
10- Hrav 10/31, bloodied
09- S1: 9 damage
09- S2[/sblock]
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W3 saving throw to avoid going overboard (1d20=19)
S1 shoots at Quagmire, S2 shoots at Alexander (1d20+9=25, 1d6+4=6, 1d20+9=26, 1d6+4=8)
 

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Edit: that action doesn't work, since I fumbled my int check reading a power description. New action to follow...

[sblock=old action]
Laughing wildly, Quagmire approaches the sharpshooter, shaking off the worst of his wounds. "Hey, Hrav, nice work. Come help me finish off this one next." He tenses, ready to spring as soon as Hrav approaches.

[sblock=actions]Move: to C5. Minor: Inspiring word on Hrav, heals surge+5. Standard: second wind, regaining 7 HP and gaining +2 to defenses until the start of next turn. AP: Ready action to use wolf pack tactics as soon as Hrav moves into D4. With WPT, Quag will shift to B4 and attack, hitting AC 24 for 5 damage. (includes CA).

Not sure how that "until start of next turn" interacts with readying an action, though. Anyone have thoughts?
[/sblock]

[sblock=Quagmire stat block]Quagmire Weaselcrust- Male Hobgoblin Warlord 1
Passive Perception: 11, Passive Insight: 11
AC:18, Fort:15, Reflex:14, Will:15 -- Speed:5
HP:22/31, Bloodied:15, Surge Value:7, Surges left:8/9
Initiative +7, and grants nearby allies +2 to initiative
Action Points: 0, Second Wind: used
Powers: Wolf Pack Tactics, Viper's Strike, Hammer and Anvil, Inspiring Wordx2, Hobgoblin Resilience, Bastion of Defense, Knight's Move, Sneak Attack
[/sblock]
[/sblock]
 
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Laughing wildly, Quagmire approaches the sharpshooter, shaking off the worst of his wounds. "Hey, Hrav, nice work. Come help me finish off this one next." He ducks to the side of the goblin, hoping it won't be able to take advantage of the opening with its crossbow. He tenses, ready to spring as soon as Hrav approaches.

[sblock=actions]Standard: second wind, regaining 7 HP and gaining +2 to defenses until the start of next turn. Move: to B4. I'm hoping the goblin can't take the OA because it's holding an unloaded crossbow in both hands, but if it somehow can, I'll risk it. Minor: Inspiring word on Hrav, heals surge+5. AP: Ready action to attack with Hammer and Anvil as soon as Hrav moves into D4, hitting Reflex 24 for 5 damage. (includes CA, reused roll from previous action). If that's a hit, Hrav gets a free basic melee attack with +3 damage.

Not sure how that "until start of next turn" interacts with readying an action, though. Anyone have thoughts?
[/sblock]

[sblock=Quagmire stat block]Quagmire Weaselcrust- Male Hobgoblin Warlord 1
Passive Perception: 11, Passive Insight: 11
AC:18, Fort:15, Reflex:14, Will:15 -- Speed:5
HP:22/31, Bloodied:15, Surge Value:7, Surges left:8/9
Initiative +7, and grants nearby allies +2 to initiative
Action Points: 0, Second Wind: used
Powers: Wolf Pack Tactics, Viper's Strike, Hammer and Anvil, Inspiring Wordx2, Hobgoblin Resilience, Bastion of Defense, Knight's Move, Sneak Attack
[/sblock]
 

[sblock=Judge Man Stage]
* Teleports aboard deck in blue robotic body with crazy arm-cannon *

Not sure how that "until start of next turn" interacts with readying an action, though. Anyone have thoughts?
That’s a tricky one. When your readied action triggers, your initiative changes correspondingly so the start of your next turn will not be exactly 1 round after you started your last turn. Still, I would think you maintain the effect (in this case defensive benefits) until the start of your next turn in the new initiative order, not the old order.

For instance: Quagmire started his turn on initiative count 26, used Second Wind and readied an action. If his readied action triggers on initiative count 10 (Hrav’s turn), that will be his new position in the initiative order and so the start of his next turn will be on initiative count 10 the following round (just before Hrav). Thus, he effectively maintains the +2 defense bonuses for slightly “longer than normal”.

* Jumps on red robotic dog and flies away *
[/sblock]
 

Girth smiles grimly and wipes his face and hair to rid himself of goblin ick. Unfortunately the damp air just streaks the ash over his face and hands leaving him looking as if he had used a gray war-paint.

Gently he slipped along the foredeck and down the companionway to the main deck, almost disappearing into the shadows as he did so.

"Now you see me - now you don't!" His whisper was heard only by his Lady and by the souls of the departed.

As the goblin sharpshooter on the other ship tried to reload his crossbow the warlock spat out a curse of almost physical proportions.

[sblock=OOC]Move to O9: Shadow Walk gives concealment till end of Girth's next turn. Cast Eldritch Blast at S2: 19 vs Ref; damage 5; Roll Lookup [/sblock]
 

-Quagmire catches a second wind and moves up beside the sharpshooter, who is unable to take advantage with an attack. After calling for Hrav, he waits for the bugbear to come over and lend a hand...

-Girth moves down to the deck and barely manages to see the sharpshooter on the other ship in order to unleash his attack on it. His Eldritch Blast connects though, injuring the goblin for the first time.

-The remaining goblin warrior sneers and decides to try and return the favor to Alexander. It pulls itself up using the rail of the ship and then takes off at a run over the storm tossed deck, screaming at the last moment as he barrels into Alexander and topples him onto the edge of the ships railing. The fighter scrambles madly to grab something before he goes over into the sea...

OOC: Goblin stood up from prone (move action) and did a charging bull rush (standard action for the charge and granting +1 to the bull rush attack which beat Alex's Fort def. See roll below.) Alex needs to make a saving throw to avoid going overboard. 10 or higher on a straight d20 roll.

-Alex, Quagmire, and Hrav can go...

[sblock=Init : Status]26- Quagmire 15/31, bloodied
24- Girth 32/35 +5 temp HP
22- C1: Unconscious
22- C2: Unconscious
22- C3: Unconscious
22- C4: Unconscious
22- C5: Unconscious
18- W1: 48 damage, Dead
18- W2: 37 damage, Unconscious
18- W3: 12 damage
18- W4: 38 damage, Dead
11- Alex 24/41, prone or overboard
10- Quagmire 22/31, awaiting Hrav's move to unleash attack.
10- Hrav 22/31, bloodied
09- S1: 9 damage
09- S2: 5 damage[/sblock]
attachment.php


W3 charging bull rush at Alexander vs. his Fort of 18 (1d20+2+1=21)
 

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Alexander manages to avoid falling in the roaring waters, but is knocked prone. He immediately stands up though, roaring, and returns the blow to the goblin. He cuts deep into the pirate's flesh.

[sblock=actions]move:stand up; standard:covering attack vs w3 19 vs AC, 12 dmg[/sblock]

[sblock=mini-stats]Alexander Duran- Human Fighter 2
Initiative:+2 Passive perception:19 Passive Insight:13
AC:20 For:18 Ref:15 Will:14
HP:28/41 Bloodied:20 Surges value:10 Surges/day:11/11
Speed:5 Languages:Common, Imperial(=elven)
AP:0 Second Wind:1
Basic Attack: +9 vs AC, 1d8+4
Opportunity attack: +11 vs AC, 1d8+4
Powers: Cleave, Sure strike, Tide of iron
Covering Attack
Comeback strike, Boundless Endurance*[/sblock]
 

Hrav moves over to catch the sniper between himself and Quagmire, and the goblinoids unleash a flurry of very, very sharp steel upon the poor, unfortunate, stupid goblin.

"Nice move, Quag!" Hrav shouts over the sound of the crashing waves.

[sblock=Mechanics]Move action - Move to D4.

Granted action - Melee Basic Attack against S1 with +3 Damage granted from Quag's Hammer and Anvil, Sneak Attack.

Melee Basic from Hammer and Anvil, with Sneak Attack (1d20+8+2=21, 1d10+4+3=16, 2d6+4=12)

Hits AC 21 for 28 damage.

Standard action - If S1 still alive, Piercing Strike against S1, no Sneak Attack, since the H&A hit used it for the round.

Piercing Strike (1d20+8+2=24, 1d10+4=9)

Hits Reflex 24 for 9 damage.

Move action - If S1 was killed by the H&A granted attack, Hrav will convert his Standard to a Move and move to F6.[/sblock]

[sblock=Hrav's Info]Hrav Kortaga- Male Bugbear Rogue 2
Passive Perception: 18, Passive Insight: 17
AC:17, Fort:15, Reflex:17, Will:12 -- Speed:6
HP:22/31, Bloodied:15, Surge Value:7, Surges left:6/8
Action Points: 1, Second Wind: used
Powers-
Deft Strike
Piercing Strike

Predatory Eye
Student of the Sword +1 and Mark
Torturous Strike
Tumble

Blinding Barrage

Full character sheet[/sblock]
 

-Alex holds on for dear life, then stands and chops back at the goblin, bloodying it.

-Meanwhile, Quagmire pricks the goblin sharpshooter, but it is enough to draw its attention away as Hrav comes up the steps behind it and runs it through. The goblin drops lifelessly to the deck.

-Hrav moves on to the next threat and heads back down to the main deck by the nearest goblin.

-The remaining sharpshooter fires again at Alexander before moving back out of sight in the storm. The bolt flies unseen into the dark storm, missing Alex by a wide margin.

-Girth can go...
[sblock=Init : Status]24- Girth 32/35 +5 temp HP
22- C1: Unconscious
22- C2: Unconscious
22- C3: Unconscious
22- C4: Unconscious
22- C5: Unconscious
18- W1: 48 damage, Dead
18- W2: 37 damage, Unconscious
18- W3: 24 damage
18- W4: 38 damage, Dead
11- Alex 24/41
10- Quagmire 22/31
10- Hrav 22/31, bloodied
09- S1: 42 damage, dead
09- S2: 5 damage[/sblock]
attachment.php


S2 shooting at Alex (1d20+9=12, 1d6+4=7)
 

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