"You would turn your back on the Goddess just as you turn your back on civilization, then?" the marksman shouts, just as the door to Blackwood's cabin opens and Daphne steps out, ducking behind the railing and observing the action. The man notices, and turns his attention.
"Daphne! Daphne, is that you?" he shouts.
"Jean-Claude!" she responds, perking up for a moment, but immediately ducking back down as a bullet ricochets nearby. At her response he turns back towards Henri, lowering his rifle to aim.
"So you were the one who took her! And I thought being a pirate was low enough. I'd resigned myself to putting you down before, but now I will enjoy it," he says, before unleashing two more bullets on the young man, leaving him gasping for breath. Daphne gasps, and shouts back,
"no, brother! He helped me!"
While the apparent siblings shout to another, Darcell finally pulls himself out of the water just as Henri and Grommak manage to team up against one of the officers. Seeing the carnage of the front of the ship, John whisks past the men he'd been focusing on and moves to the orc's side. Chain still whipping about, he manages to send one of the sailors flying into the water, and it cuts into the flesh of the same officer Grommak had been facing.
Back on the other side of the deck, two of the other officers gang up on Isabelle. With skillful teamwork they manage to surround the woman and support one another, leaving her in a much less stable state than she'd been in only moments earlier.
Go: Grommak
Mechanics- [SHOW]
- Henri: heals & unbloodies Grommak, misses, grants attack...
Grommak: shifts, hits
Darcell: swims, climbs onboard, heals & unbloodies Constance
Big John:
Move Action: Defensive Advance
Effect: +2 to defenses until EONT and I shift to (-V, 12)
Standard Action: Tempest Dance vs Officer 5
Attack: 27 vs AC = hit
Hit: 17 damage, Officer 5 is marked until the end of John's next turn.
Effect: I shift to (-V, 11) and attack Seaman 11
Attack: 24 vs AC = miss
Effect: I shift to (-W, 10) and attack Seaman 5
Attack: 37 vs AC = crit! yay...
Hit: Seaman 5 ded
Minor Action: Glowering Threat
Effect: Seamen 2, 3, and 9, and Officer 5 take -5 to attacks against anyone other than John until the end of my next turn.
Save vs mark: 14 = success
Officer 3: moves to (-V, 10)...
Big John: OA on Officer 3
Attack: 37 vs AC = hit
Hit: 15 damage and Officer 3 stops moving and is marked until the end of my next turn.
Officer 3: ...is stopped at (-V, 7). Charges to (-V, 9) against Big John, 27 vs AC = hit for 10 damage. John is marked until the end of Officer 3's next turn
Seaman 11: attacks Grommak, 36 vs AC = hit for 12 damage and 3 ongoing damage (save ends). Grommak is bloodied.
Jean-Claude Olivier: Twin Shot on Henri, 32 vs AC = hit for 14 damage and Henri is bloodied, 39 vs AC = hit for 10 damage.
Seaman 9: attacks Big John, 34 vs AC = hit for 12 damage and 3 ongoing damage (save ends).
Officer 4: Health Transfer, giving Officer 2 25 of his hp, unbloodying him. Rejuvenating Smite on Isabelle, 36 vs AC = hit for 17 damage and Officer 4 regains 8hp. Isabelle is bloodied.
Officer 2: moves to (-V, 19). Attacks Isabelle, 39 vs AC = hit for 14 damage. Isabelle is marked until the end of Officer 2's next turn, and his Rejuvenating Smite recharges.
Grommak: takes 3 ongoing damage...
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
Enemy Info- [SHOW]
- Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.
Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-W, 11) | HP: 40/86 | Surges: 8/9 | AP: 1/1 | Bloodied, Ruffling Sting, Lashing Leaves, Cross-Body Parry, Begin the Hunt, +2 to attacks vs Officer 5 while he is quarried, ongoing 3 damage (save ends), +1 to AC and Reflex until EONT
30 Seaman 15 (-Z, 7) | HP: 1/1 |
29 Seaman 1 (-V, 13) | HP: 1/1 |
25 Officer 5 (-X, 10) | HP: -109/?? | Bloodied, Rejuvenating Smite, Grommak's quarry, marked (-3) until Big John EONT, -5 to attack anyone but Big John until his EONT
24 Seaman 16 (-Y, 6) | HP: 1/1 |
24 Isabelle (-V, 20) | HP: 25/91 | Surges: 11/11 | AP: 1/1 | Bloodied, Inevitable Strike, Eldritch Quagmire, ongoing 3 damage (save ends), prone, prepared to use immediate action (see mechanics above), marked (-2) until Officer 2 EONT
23 Officer 1 (-U, 7, -3) | HP: -13/?? | Holy Blast
23 Officer 6 (-V, 17) | HP: -65/?? | Bloodied, Holy Blast, marked (-3) until Big John EONT, cannot regain HP until Liam EONT
23 Seaman 2 (-W, 9) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
23 Seaman 17 (-W, 1) | HP: 1/1 |
22 Captain (-X, 20) | HP: -20/?? | AP: 0/1 |
21 Liam (-W, 16) | HP: 19/75 | Surges: 9/9 | AP: 0/1 | Bloodied, Bladesong, Skwering Spikes, ongoing 3 damage (save ends), prepared to shield self (see mechanics above)
21 Constance (-R, 11) | HP: 53/64 | Surges: 7/8 | AP: 1/1 | Shadowy Tendrils, Walk Through Shadow
20 Seaman 3 (-X, 8) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
19 Big John (-W, 10) | HP: 56/89 | Surges: 11/11 | AP: 1/1 | Come and Get It, Defensive Advance, Glowering Threat, Chain Ward, Tempest Dance, threatening reach, +2 to defenses until EONT, marked (-2) until Officer 3 EONT, ongoing 3 damage (save ends)
17 Darcell (-R, 18) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (1/2)
17 Henri (-R, 12) | HP: 26/74 | Surges: 8/8 | AP: 1/1 | Bloodied, Race the Arrow, Inspiring Word (1/3), On My Mark
15 Officer 3 (-W, 5) | HP: -19/?? | marked (-3) until Big John EONT
15 Seaman 11 (-X, 13) | HP: 1/1 |
14 Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | shrouded by Constance (1/4)
13 Seaman 5 (-U, 14) | HP: 1/1 |
13 Seaman 9 (-Y, 9) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
12 Officer 4 (-V, 21, 1) | HP: -21/?? | Holy Blast, Health Transfer, Rejuvenating Smite, +2 to defenses*
9 Officer 2 (-V, 19) | HP: -42/?? | +2 to defenses*, marked (-3) by Isabelle, -3 speed until EONT
Combat Block- [SHOW]
- Johannes Galben, aka Big John
Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.
Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 78/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [X]
Sweeping Blow [_]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [_]
__________________________________
Tempest Dance [X]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]
Consumables:
Four-Sided Caltrop
Four-Sided Caltrop
Important Features:- [SHOW]
- Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary- [SHOW]
- * With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.