Chapter 2: Smoke on the Water
OOC: Call Lightning on Merman and Sharkman 19 electrical damage DEX save 16 DC.
Rolls
Call Lighting DC(16) DEX save for half - (3d10)
(919) = 19
Nela's lightning stabs down and hits one of the net-wielding sharkmen dead center. The metal hook impaling its dorsal fin throws sparks, and you can almost smell the monster's flesh sizzling, but the creature remains standing. (19 lightning damage)
The merman leader also suffers a shock, but is able to dive away just in time to avoid the brunt of it, and resurfaces just a few feet away. (9 lightning damage)
• Khiiral: 68/68hp. AC 17.
• Grog: 101/101hp. AC 16.
• Nela: 51/51hp. AC 15.
• Domare: 1/1hp. AC 13.
• Shine: 59/59p. AC 12.
• Kitty: 52/52hp. AC 12.
• Phillip: 79/79hp. AC 15. Below deck.
• Jack: 52/52hp. AC 14. Headed for the deck.
• Merrow 1 (Gold cutlass): AC 13. 9 damage
• Merrow 2 (Aquamarine trident): AC 13
• Merrow 3 (Blue harpoon): AC 13
• Merrow 4 (Purple tentacle whip): AC 13
• Wereshark 1 (Hook-fin): AC 12. 19 damage
• Wereshark 2 (Snaggle-tooth): AC 12. 3 damage.
• Zale: 77/77hp. AC 16. Underwater.
• Wereshark 3 (Eyepatch): AC 12. Underwater.
• Wereshark 4 (Scarface): AC 12. 31 damage. Underwater.
Rolls
Merrow 1 (Gold Cutlass) DEX save vs. Lightning (DC 16) - (1d20+1)
(15) + 1 = 16
Wereshark 1 (Hook-fin) DEX save vs. Lightning (DC 16) - (1d20+1)
(11) + 1 = 12
Lightning placement vs. Zale's location - (1d8, 1d8)
1d8 : (1) = 1
1d8 : (4) = 4
+6 to hit, range 500/2000 ft., one target.
Hit: 4d10 bludgeoning damage.
After firing two shots Khiiral ducks behind the rail.
Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity, but the magic fades from the arrow on a hit or miss.
Rolls
Sharpshooter Shot - (1d20+5, 1d8+15)
1d20+5 : (13) + 5 = 18
1d8+15 : (5) + 15 = 20
Sharpshooter - (1d20+5, 1d8+15)
1d20+5 : (12) + 5 = 17
1d8+15 : (8) + 15 = 23
Battle Music
Everything happens in the blink of an eye. As the woman pleads for help, Zale dives into the water, spurred on by an urge known only to him. Sea-monsters burst from the sea confirming the woman's warnings. Ian shoots one in the chest, Nela calls down a bolt of lighting, and Khiiral shoots one of the weresharks dead. Grog struggles with one of the cannons. The targets are too low and too close, the cannonball will surely overshoot them. Underwater, Zale evades his pursuers and makes for the survivors. As Jack arrives on deck, Valrakas' voice is heard above the din.
"Shake out th' reefs! Full sail! Fly th' spinnaker!" the captain roars. "We're runnin', dammit!" the minotaur has heard all the stories, has some idea what's coming next, but it's too late. The merrow leader raises its cutlass, and surges forward with its two lieutenants. The merrows lob seashells onto the Kestrel's deck at the base of the mast. The shells shatter, and their contents burst into flames. (3x Alchemist's Fire)
The snaggle-toothed wereshark throws a net over the woman and child, and prepares to drag them both under the waves. The wereshark temporarily serves as a body shield for the fourth merrow, which points its purple tentacle whip at the ship, and levels two spells at its minotaur captain. The sound of crashing waves washes across the deck, but instead of crying out in pain, Valrakas merely laughs, even as a floating, spectral trident materializes and takes a stab at him, missing by mere inches. (Toll the Dead & Spiritual Weapon)
To Zale's surprise, the two weresharks that charged him do not pursue. They ignore him and swim away, in the direction of the Kestrel's rudder. He sees that they carry a length of massive chain between them.
• Khiiral: 68/68hp. AC 17.
• Grog: 101/101hp. AC 16.
• Nela: 51/51hp. AC 15. Concentrating (Call Lightning).
• Domare: 1/1hp. AC 13.
• Shine: 59/59p. AC 12.
• Kitty: 52/52hp. AC 12.
• Phillip: 79/79hp. AC 15. Below deck.
• Jack: 52/52hp. AC 14.
• Valrakas: 69/69hp. AC 11. At the helm.
• Merrow 1 (Gold cutlass): AC 13. 9 damage. At Kestrel's waterline.
• Merrow 2 (Aquamarine trident): AC 13. At Kestrel's waterline.
• Merrow 3 (Blue harpoon): AC 13. At Kestrel's waterline.
• Merrow 4 (Purple tentacle whip): AC 18 (Three-fourths cover). 30 ft away.
• Wereshark 1 (Hook-fin): AC 12. DEAD
• Wereshark 2 (Snaggle-tooth): AC 12. 3 damage. 30 ft away. Has the hostages in its net.
• Zale: 77/77hp. AC 16. Underwater.
• Wereshark 3 (Eyepatch): AC 12. Underwater.
• Wereshark 4 (Scarface): AC 12. 31 damage. Underwater.
Rolls
Valrakas saving throws: WIS & DEX - (1d20, 1d20)
1d20 : (20) = 20
1d20 : (11) = 11
Melee spell attack vs. Valrakas (AC 11) - (1d20+7, 1d8+4)
1d20+7 : (3) + 7 = 10
1d8+4 : (3) + 4 = 7
Rolls
attack and damage - (1d20+5, 1d8+5)
1d20+5 : (2) + 5 = 7
1d8+5 : (8) + 5 = 13
• Khiiral: 68/68hp. AC 17.
• Grog: 101/101hp. AC 16.
• Nela: 51/51hp. AC 15. Concentrating (Call Lightning).
• Domare: 1/1hp. AC 13.
• Shine: 59/59p. AC 12.
• Kitty: 52/52hp. AC 12.
• Phillip: 79/79hp. AC 15. Below deck.
• Jack: 52/52hp. AC 14.
• Valrakas: 69/69hp. AC 11. At the helm.
• Merrow 1 (Gold cutlass): AC 13. 8 damage. At Kestrel's waterline.
• Merrow 2 (Aquamarine trident): AC 13. At Kestrel's waterline.
• Merrow 3 (Blue harpoon): AC 13. At Kestrel's waterline.
• Merrow 4 (Purple tentacle whip): AC 18 (Three-fourths cover). 30 ft away.
• Wereshark 1 (Hook-fin): AC 12. DEAD
• Wereshark 2 (Snaggle-tooth): AC 12. 3 damage. 30 ft away. Has the hostages in its net.
• Zale: 77/77hp. AC 16. Underwater.
• Wereshark 3 (Eyepatch): AC 12. Underwater.
• Wereshark 4 (Scarface): AC 12. 31 damage. Underwater.
He then ducks back down behind the rail.
Rolls
Sharpshooter on WS2 - (1d20+5, 1d8+15)
1d20+5 : (15) + 5 = 20
1d8+15 : (6) + 15 = 21
Sharpshooter on WS2 - (1d20+5, 1d8+15)
1d20+5 : (13) + 5 = 18
1d8+15 : (2) + 15 = 17
• Khiiral: 68/68hp. AC 17.
• Grog: 101/101hp. AC 16.
• Nela: 51/51hp. AC 15. Concentrating (Call Lightning).
• Domare: 1/1hp. AC 13.
• Shine: 59/59p. AC 12.
• Kitty: 52/52hp. AC 12.
• Phillip: 79/79hp. AC 15. Below deck.
• Jack: 52/52hp. AC 14.
• Valrakas: 69/69hp. AC 11. At the helm.
• Merrow 1 (Gold cutlass): AC 13. 9 damage. At Kestrel's waterline.
• Merrow 2 (Aquamarine trident): AC 13. At Kestrel's waterline.
• Merrow 3 (Blue harpoon): AC 13. At Kestrel's waterline.
• Merrow 4 (Purple tentacle whip): AC 18 (Three-fourths cover). 30 ft away.
• Wereshark 1 (Hook-fin): AC 12. DEAD
• Wereshark 2 (Snaggle-tooth): AC 12. 41 damage (bloodied). 30 ft away. Has the hostages in its net.
• Zale: 77/77hp. AC 16. Underwater.
• Wereshark 3 (Eyepatch): AC 12. Underwater.
• Wereshark 4 (Scarface): AC 12. 31 damage. Underwater.
Phillip starts to head for the top deck.
OOC: Call lightning behind caster to light up its life.
Rolls
Call Lightning Electrical Damage - (3d10)
(267) = 15