Telsa dropped to deck, never to rise again.
The ship drove into a wide trough of a swell, leveling out for a moment.
The Hunter move on the deck to get a better shot on Kruk, but the bolt failed to pierce his armor yet again.
Porse slashed at Kruk and sidestepped, using his footwork and swordhand to escape without reprisal. He sneared at Khemnos,
"The wizard is your weakest link. Perhaps if I take him down, you'll see the err of your ways."
Raising his off-hand, he fired the small crossbow. The quarrel found the mage's neck. Khemnos stumbled, loosing the shaft, and holding his hand tight against the wound to stem the terrible bleeding. He nearly succumbed to the attack, but his belt glowed bright and kept the wizard going--at least a little bit longer.
[sblock=Motion in the Ocean]
Active effects:
[sblock=I will roll these]As the boat crests/troughs the swells, the angle of the ship's deck will change dramatically between forward and Aft. Athletics or Acrobatics check, DC 22:
On a success you are not moved. On a fail, you are pushed three squares in the direction of the downward slope (forward or aft). If a push would move you to a square off deck, push over deck rules (below) apply. If you roll a nat 1, you fall prone.
The NPCs are considered to have +15 for this skill check. [/sblock]
Passive effects:
Moving to the upper side/from where the water is coming, takes X2 squares of movement. Going to the lower part of in favor of the swell, lets you move an additional square for each square you move in that direction. I will include the below stat block in my posts, which will hopefully make this effect quite clear.
Check Map Block for Current Deck Direction
[/sblock][sblock=Push over deck]The ship's railing prevents normal push/pull/shift falling rules. So, if you use a forced movement power which would normal be able to move an enemy off the ship, the enemy still rolls a save; If the save passes, movement ends at the deck railing with no other effects. If the save fails, movement ends at the deck railing and the character goes prone.
To actually get someone over the edge, you need to:
1. Grab (standard) sorry, the bad guy gets a chance to escape
2. Sustain grab (minor). Lift and Move grabbed enemy (Standard) with a STR vs. Fort. to force the enemy over the rail. The player's STRx20 must be more than the enemy's weight, which I think might preclude some of the smaller characters from attempting this.
[/sblock][sblock=Cover/Concealment]Most of the junk on the ship's deck is not that tall. Since Carolina is small, she can crouch behind the cannons and the boats to get total concealment. Everyone else at medium size would need to go prone behind the objects to achieve the same effect. Otherwise, you can get the -2 variety only. [/sblock][sblock=Dim Light]
Characters who have normal vision can’t see well in dim light: Creatures in the area have concealment (-2 to hit with melee / ranged). Characters who have low-light vision or darkvision see normally in dim light.
I have adjusted the enemy stat blocks to include any attack penalties as part of their stated stats.
[/sblock][sblock=mechanics]
Dire Beast Hunter
Perception Check: 1d20+12=13
move: to G22
Standard: Poisoned Crossbow vs Kruk
Attack:
1d20+14=19 Miss
Damage: 2d8+3=0
Porse
Interrupt Kruk free attack: Aundairian Elan
Effect: Mark ends, Free MBA, shift 2
Target: Kruk
Attack:
1d20+14=23 Miss
Shift to J18
Minor: Information is power (gain CA)
Target: Khemnos
Attack:
1d20+11=26 vs will hit
Effect: Porse has CA vs Khemnos TENT
Standard: Hand Crossbow vs Khemnos
Attack:
1d20+13= +2CA=24
Damage:
2d6+8+3d6CA=30
Khemnos uses Belt of Endurance Power
Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn.
[/sblock][sblock=Status]
Wil Rando: H15
49/70 HS 8/8 AP 1 MW 2/2,
Bloodied,
5 ongoing poison,
Kruk: H17
87/94 HS 12/12 AP 1,
Carolina: K16
64/64 HS 7/7 AP 1
Charina: H10
69/69 HS 7/7 AP 1
Khemnos: I15
15(10/0)/56 HS 9/9 AP 1,
Bloodied,
5 ongoing poison,
Kane: G26 88/88 HS 11/11 AP 1, Overboard
Porse: J18
73/204 AP 1/1,
Bloodied
Dire Beast Hunter 2: G22 76/76,
Haneth "Tesla" Tsalaxa: J13 -7/154 AP 0/1, dead
Bartleby Haff: F25 -15/96, dead
Pirate 3: H25 -13/95, dead
Tarkanan Assassin: G24 136/152 overboard
Pirate 1: H15 -13/95, Dead
Pirate 2: I23 0/95, Dead
Dire Beast Hunter 1: K23 -14/76, dead
[/sblock][sblock=Map]
The Hatch at H24:I24 is the ladder which leads below deck.
Current Deck Direction: Lull (no effects)
Aft is high (uphill)
- Moving from left to right: Difficult Terrain
- Moving from right to left: +1 to move
[/sblock][sblock=Enemies]
Human Dire Beast Hunter
Initiative +8 Senses Perception +12
HP 76; Bloodied 38
AC 22; Fortitude 21, Reflex 22, Will 21
Speed 6
Spear (standard, at-will) Weapon
+14 vs AC; 2d8+5 damage.
Poisoned Crossbow (standard, at-will) Poison, Weapon
Ranged 15/30; +14 vs AC; 2d8+3 damage, and ongoing 5 poison damage (save ends).
Trapping Net (standard; requires net, encounter)
Ranged 3; +14 vs Reflex; the target is restrained (save ends).
Equipment: crossbow , crossbow bolt x40 poisoned, net , spear .
Haneth Tsalaxa
Medium natural humanoid (changeling, shapechanger)
HP 154; Bloodied 77 Initiative +12
AC 23, Fortitude 21, Reflex 22, Will 21 Perception+9
Speed 6
Saving Throws +2; Action Points 1
STANDARD ACTIONS
Short Sword (Poison, Weapon) At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 3d6 + 6 damage. If the target is granting combat advantage to Haneth, it takes ongoing 5 poison damage (save ends).
Dagger (Weapon) At-Will
Attack: Ranged 5 (one creature); +10 vs. Reflex
Hit: 4d4 + 6 damage.
Slick Swordplay At-Will
Effect: Haneth uses short sword twice, making each attack against a different target. Haneth can shift 3 squares before, after, or between the attacks.
Handful of Poison (Poison) Recharge 5,6
Attack: Close blast 3 (creatures in the blast); +12 vs. Fortitude
Hit: 3d6 + 6 poison damage, and the target is blinded (save ends).
MINOR ACTIONS
Changeling Disguise (Polymorph) At-Will
Effect: Haneth can alter his physical form to take on the appearance of any Medium humanoid, including a unique individual. Haneth retains his statistics in his new form. His clothing, armor, and other possessions do not change. To assume a specific individual’s form, Haneth must have seen that individual.
Haneth's Trick Recharge (6)
Effect: One enemy Haneth can see grants combat advantage to him until the end of his next turn.
Skills Bluff +12, Insight +9, Stealth +13
Equipment: blinding powder, dagger x2, leather armor , short sword
Porse (reskin: Royal Eyes Elite Agent)
Medium natural humanoid , human
Initiative +12 Senses Perception +13
HP 204; Bloodied 102
AC 27; Fortitude 21, Reflex 24, Will 25
Saving Throws +2
Speed 6
Action Points 1
Rapier (standard, at-will) Weapon
+14 vs AC; 1d8+7 damage.
Hand Crossbow (standard, at-will) Weapon
Ranged 10/20; +13 vs AC; 2d6+8 damage.
Flamboyant Strike (standard; requires rapier, encounter) Weapon
+14 vs AC; 2d8+7 damage, the agent slides the target 1 square, and the target is dazed until the end of the agent’s next turn.
Information Is Power (minor, at-will)
Ranged 5; +11 vs Will; the target grants combat advantage to the elite agent until the end of its next turn.
Aundairian Elan (immediate reaction, when the elite agent is hit by a melee or ranged attack; at-will)
If the Royal Eyes elite agent is marked, that condition ends. In addition, the agent shifts 2 squares and makes a basic attack as a free action against the triggering target at any point during this movement.
Combat Advantage
A Royal Eyes elite agent deals 3d6 extra damage on melee and ranged attacks against any creature granting combat advantage to it.
Disguise Trick (standard; at-will) Illusion
The Royal Eyes elite agent takes on the appearance of any Medium humanoid race. Its clothing and equipment alter appearance to reflect this change. The illusion does not adjust sound or texture, so a creature listening to or touching an elite agent might detect the illusion.
Alignment Unaligned Languages Common
Skills Acrobatics +15, Bluff +16, History +12, Insight +13, Streetwise +16, Thievery +15
Equipment: crossbow bolts (20) , hand crossbow , leather armor , rapier , thieves’ tools .
[/sblock][sblock=Adventure Summary]
Motives
Everyone: Report back to Byron & decide what to do with the information about the brotherhood.
[sblock=LB3 Summary]
Summary of Events
1. Bested Pirates en route to Allaria. Traveled on the ship
Wind's Will captained by
Captain Levenbrech, and mated by
Porse and
Trig.
2. Arrived in the port, to find it besieged by Lizards from the unending mire. Defeated lizards and met/teamed up with Charina.
3. Journeyed to Geardagas and asked the locals for information with mixed results (
link to the leads gathered).
4. Went to the temple of Netari, where the new priest,
Father Niris, has been tending to the ill (apparently quite poorly). He led the players into the catacombs, where his zombie minions ambushed. The priest, over confident, rambled on about
Hellview (
background reference for players).
5. Dealing a mortal blow to the Priest, he says
Master De Luccia (First time they have heard the name) cannot be stopped, and he stated that Greggor "
will be... among the first... at Hellview." The priest laid dying on the floor with his fallen minions.
6. As they approach Hellview, they encounter the ghost of
Sir Alistair Glasston, who begged them to enter the cave and retrieve his lost battleaxe.
7. They entered Hellview, and came across a portal, as well as some guards/workers. It seems they were using zombies to dig a new path near the portal...
8. They step through the portal into a bizarre world. A demon statue looms ahead, with a tall gate behind. The bodies of fallen adventurers, as well as a dead demon, lay about the floor. Wil Triggered the Demon statue trap, alerting the nearby demon's.
9. After a long battle, they slew all of the demons who had come through the hell gate, and they found
Sir Alistair Glasston's lost battleaxe. But Greggor was still missing, and there is the question of why the demons were digging.
10. Hergunna departed the group to alert the local militia, while the others pressed ahead North, trying to find the source of the demon-aligned miners, as well as the lost silver.
11. They came upon a wall blocking the road to the mine. Mounted knight
Brother Arleas leads a band of outlaws and zombies to defend the mine entrance. After slaying the Knight and half his men, the remaining wizards and archers closed the gate. The battle continued until only the fat temporal wizard,
Alaria, remained alive. She pleaded for her life to be spared.
12. Alaria identified the men who hired her as being part of
the Brotherhood.
13. They entered the mine and found
Greggor with some other miners. Greggor shows them a path recently carved from the mine into the Hellview portal tunnels. They are using the tunnel to subvert the protection which bars them from exiting the portal into Alaria.
14. By the portal, they opened up the wall to reveal a hidden demon temple. Inside,
Master De Luccia brings the demon
Amendfohl (the same demon that
Sir Alistair Glasston fought during the fall of Allaria) back to life. De Luccia Declared, "
The time for the Brotherhood of the Bright Eon is once again at hand." The players slay the demon, and De Luccia offers them a deal where everyone just walks away. The players balk, and attack. DeLuccia drops Kruk and threatens to kill the dwarf if they don't leave, but the players press the attack, and kill the brotherhood master as well.
[/sblock]
Summary of Events
1. The adventurers return to Geardagas. They meet with Count Saga, who puts them on a quest to Alert Daunton to the Brotherhood threat and request aid for Allaria. They are joined by the mage Khemnos.
2. They board the Wind's Will to return back to Daunton, but things seem off. The Captain and his second mate are missing; First Mate Porse seems to be running the ship, and he is his usual unfriendly self. Over dinner, they question Porse, and get a bad feeling about the Sailor's intentions.
3. The Sailors made a move against the adventurers at night. The sea is rough.
[/sblock]