Chapter 2: Smoke on the Water

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Mar 15, 2019 1:53 am
Jack reels from the attack, teeth gnashing. Redoubling his efforts, his steel flashes towards the nearest weresharks.

Stabbing with the rapier twice for Attack, Handaxe as a Bonus Action.
37/52 HP | 14 AC | Action Surge 0/1 | Second Wind 1/1

Rolls

Rapier Attack - (1d20+6, 1d8+3)

1d20+6 : (8) + 6 = 14

1d8+3 : (5) + 3 = 8

Rapier Extra Attack - (1d20+6, 1d8+3)

1d20+6 : (3) + 6 = 9

1d8+3 : (1) + 3 = 4

Bonus Action Handaxe Attack - (1d20+5, 1d6+2)

1d20+5 : (6) + 5 = 11

1d6+2 : (2) + 2 = 4

Mar 15, 2019 5:24 pm
Round 5: Jack

Jack redoubles his efforts but the Blackfin proves an elusive opponent, and the half-elf's rapier barely pricks it on the shoulder once. Hit, miss, miss. 4 piercing damage vs. Blackfin.

Lightning arcs from Valrakas' burnished horns towards his captors as he struggles to free himself, but the electrified horns are fouled in the net. Eyepatch takes 7 lightning damage.
OOC:
Up next: Enemy turn.
[ +- ] Round 5 Initiative Order & Status (Orange have acted. Green may act.)

Rolls

Valrakas escape attempt (DC 10) - (1d20)

(11) = 11

Eyepatch DC 12 DEX save vs. Storm of Fury, lightning damage - (1d20+1, 2d6)

1d20+1 : (1) + 1 = 2

2d6 : (52) = 7

forgot disadvantage roll for Valrakas escape attempt (DC 10) - (1d20)

(3) = 3

Mar 15, 2019 5:28 pm
I"m sure Kitty is trying to do her best to get out of the water while doing full dodge.
Mar 15, 2019 5:47 pm
OOC:
The ship is moving (being towed by the dragon turtle: current speed = 20ft). Kitty is keeping up, but only just. And she can't swim forever. Yes, Dodge action. For now, the weresharks are obeying orders but if one of them decides it's time for a swim and a snack, well...
Mar 16, 2019 2:44 pm
https://i.pinimg.com/564x/62/00/5f/62005fabad8a3707eae6c02a4f58c2c5.jpg

Round 5: Enemies
Battle Music

The Kestrel shudders as she is dragged backward with each powerful stroke of the the draconic turtle's flippers. The huge beast raises its head and blows scalding steam into the air as the merrow lieutenants prod it onward.

The merrow leader swims back and forth, waving its gold cutlass, barking commands. (Commander's Strike: Hammerhead makes a third attack using its reaction, 7 added to damage.)

Off the starboard bow, the merrow cleric tries to wriggle free of its entanglement. Having lost sight of Valrakas, it stabs blindly with the floating trident. (Advantage against Restrained target canceled by Disadvantage against unseen target: 5 piercing damage)

On the poop deck, Eyepatch bites a chunk out of Valrakas, shoulder, then thwacks the back of the minotaur's knees with its tail, sending the the captain sprawling. Valrakas Prone. 3 bludgeoning, 5 piercing

Laughing maniacally, Scarface stabs at the downed captain twice (4+3 piercing). Then Eyepatch & Scarface start hauling the nearly unconscious captain towards the stern rail, leaving a trail of blood on the deck.

Mako & Hammerhead leap onto the deck and whip Phillip across the ribs with their tails. (Hit & hit: 4+4 bludgeoning) Mako then stabs him in the leg with its harpoon. The wereshark yanks on the line but the barb tears away from Phillip's leg, and the angry tourist keeps his footing, (Hit. 4 piercing. Phillip wins STR contest) but is left wide open for the Hammerhead's ferocious slashes with its massive cutlass. (Hit & hit: 7+3 slashing)

Blackfin hits Jack with a glancing blow using its tail. (5 bludgeoning damage) Again, the hardy half-elf sailor stays upright, and the wereshark miscalculates with its harpoon thrust.

Sixgill tries to knock Grog off is feet, but the raging dwarf is steady as a rock, (5 bludgeoning damage) and the wereshark's rusty cutlass hardly even scratches him! (4 slashing damage)

Still dripping vitriol from Nela's spell, four more werehsarks clamber over the port rail. (Chum, Flotsam, and Jetsam take 16 acid damage)

Bait and Chum hurl their harpoons angrily at Nela. Bait's wild throw sends its weapon into the rigging, impossible to retrieve without climbing. Chum has better aim, and the barbed weapon buries itself in the doctor's side. (6 piercing) The wereshark hauls mightily on the line, yanking Nela off her steed and sending her plummeting from the sky. She hits the deck hard. (10 bludgeoning damage, and Prone) Miraculously, she is able to stay conscious, and focused on her spell.

Flotsam advances on Khiiral and tries to knock the archer's bow out of his hands, but the nimble elf is too fast, and the wereshark's cutlass doesn't even come close.

Grinning widely, Jetsam goes after Ian. The wereshark captures the First Mate in its net. Luckily, its vicious swipe with its hook-hand misses Ian's eye. (Ian is Restrained)
OOC:
Round 6! PCs in any order. GO!
[ +- ] Round 6 Initiative Order & Status (Orange have acted. Green may act.)

Rolls

Gold Cutlass: Commander's Strike - (1d8-1)

(8) - 1 = 7

M4 escape attempt (DC 10) - (1d20)

(2) = 2

M4 Melee spell attack vs. Valrakas (AC 11) - (1d20+6, 1d8+4)

1d20+6 : (9) + 6 = 15

1d8+4 : (6) + 4 = 10

Eyepatch tail vs. Valrakas (advantage) - (1d20+7, 1d20+7, 1d6+4)

1d20+7 : (18) + 7 = 25

1d20+7 : (9) + 7 = 16

1d6+4 : (2) + 4 = 6

Valrakas STR save (DC14) vs. Prone (Raging advantage) - (1d20+7, 1d20+7)

1d20+7 : (4) + 7 = 11

1d20+7 : (6) + 7 = 13

Eyepatch bite vs. Valrakas (advantage) - (1d20+7, 1d20+7, 2d10+4)

1d20+7 : (15) + 7 = 22

1d20+7 : (17) + 7 = 24

2d10+4 : (15) + 4 = 10

Scarface trident vs. Valrakas (advantage) - (1d20+7, 1d20+7, 1d8+4)

1d20+7 : (15) + 7 = 22

1d20+7 : (6) + 7 = 13

1d8+4 : (5) + 4 = 9

Scarface trident vs. Valrakas (advantage) - (1d20+7, 1d20+7, 1d8+4)

1d20+7 : (14) + 7 = 21

1d20+7 : (19) + 7 = 26

1d8+4 : (3) + 4 = 7

Mako tail vs. Phillip (AC 15) - (1d20+7, 1d6+4)

1d20+7 : (11) + 7 = 18

1d6+4 : (4) + 4 = 8

Phillip STR save (DC 14) vs. Prone (advantage) - (1d20+7, 1d20+7)

1d20+7 : (11) + 7 = 18

1d20+7 : (18) + 7 = 25

Mako harpoon vs. Phillip (AC 15) - (1d20+7, 1d6+4)

1d20+7 : (10) + 7 = 17

1d6+4 : (4) + 4 = 8

STR contest: Phillip (Raging advantage) vs. Mako - (1d20+7, 1d20+7, 1d20+4)

1d20+7 : (14) + 7 = 21

1d20+7 : (19) + 7 = 26

1d20+4 : (12) + 4 = 16

Hammerhead tail (Reckless advantage) vs. Phillip (AC 15) - (1d20+7, 1d20+7, 1d6+4)

1d20+7 : (11) + 7 = 18

1d20+7 : (19) + 7 = 26

1d6+4 : (4) + 4 = 8

Phillip STR save (DC 14) vs. Prone (Raging advantage) - (1d20+7, 1d20+7)

1d20+7 : (2) + 7 = 9

1d20+7 : (18) + 7 = 25

Hammerhead greatsword 1 (Reckless advantage) vs. Phillip (AC 15) - (1d20+7, 1d20+7, 2d6+4)

1d20+7 : (11) + 7 = 18

1d20+7 : (10) + 7 = 17

2d6+4 : (56) + 4 = 15

Hammerhead greatsword 2 (Reckless advantage) vs. Phillip (AC 15) - (1d20+7, 1d20+7, 2d6+4)

1d20+7 : (7) + 7 = 14

1d20+7 : (19) + 7 = 26

2d6+4 : (12) + 4 = 7

Blackfin tail vs. Jack (AC 14) - (1d20+7, 1d6+4)

1d20+7 : (17) + 7 = 24

1d6+4 : (1) + 4 = 5

Jack: DC 14 STR save vs. Prone (Remarkable Athlete) - (1d20+7)

(7) + 7 = 14

Blackfin harpoon vs. Jack (AC 14) - (1d20+7, 1d6+4)

1d20+7 : (5) + 7 = 12

1d6+4 : (4) + 4 = 8

Sixgill tail vs. Grog (AC 16) - (1d20+7, 1d6+4)

1d20+7 : (11) + 7 = 18

1d6+4 : (3) + 4 = 7

Grog STR save (DC 14) vs. Prone (Raging advantage) - (1d20+7, 1d20+7)

1d20+7 : (20) + 7 = 27

1d20+7 : (5) + 7 = 12

Sixgill cutlass vs. Grog (AC 16) - (1d20+7, 1d6+4)

1d20+7 : (9) + 7 = 16

1d6+4 : (4) + 4 = 8

Bait harpoon (range disadvantage) vs. Nela (AC 14) - (1d20+7, 1d20+7, 1d6+4)

1d20+7 : (1) + 7 = 8

1d20+7 : (20) + 7 = 27

1d6+4 : (1) + 4 = 5

Chum harpoon (range disadvantage) vs. Nela (AC 14) - (1d20+7, 1d20+7, 1d6+4)

1d20+7 : (17) + 7 = 24

1d20+7 : (17) + 7 = 24

1d6+4 : (2) + 4 = 6

STR contest: Nela vs. Chum - (1d20+0, 1d20+4)

1d20+0 : (13) = 13

1d20+4 : (20) + 4 = 24

Falling damage - (3d6)

(136) = 10

Nela: 2 Concentration checks (DC 10) - (1d20+1, 1d20+1)

1d20+1 : (19) + 1 = 20

1d20+1 : (17) + 1 = 18

Flotsam Disarm attempt vs. Khiiral's Acrobatics - (1d20+7, 1d20+8)

1d20+7 : (4) + 7 = 11

1d20+8 : (9) + 8 = 17

Flotsam Disarm attempt 2 vs. Khiiral's Acrobatics - (1d20+7, 1d20+8)

1d20+7 : (2) + 7 = 9

1d20+8 : (16) + 8 = 24

Jetsam net vs. Ian (AC 17) - (1d20+7)

(11) + 7 = 18

Jetsam hook (advantage vs. Restrained) vs. Ian (AC 17) - (1d20+7, 1d20+7, 1d4+4)

1d20+7 : (6) + 7 = 13

1d20+7 : (3) + 7 = 10

1d4+4 : (1) + 4 = 5

Mar 16, 2019 4:55 pm
OOC:
Zale, I just realized you said you were moving away after attacking the merrow spellcaster. Unsure which direction you were headed, so I haven't updated the status tracker with your current position.
Mar 16, 2019 4:59 pm
OOC:
No, it's fine. I think I'll try to finish him off. Writing my post now.
Mar 16, 2019 5:03 pm
Zale circles back towards the struggling spellcaster and rams into the merrow like a killer whale!
Last edited March 16, 2019 5:04 pm

Rolls

Unarmed strike, advantage vs. Restrained - (1d20+6, 1d20+6, 1d6+3)

1d20+6 : (5) + 6 = 11

1d20+6 : (12) + 6 = 18

1d6+3 : (2) + 3 = 5

Extra Attack: Unarmed strike, advantage vs. Restrained - (1d20+6, 1d20+6, 1d6+3)

1d20+6 : (2) + 6 = 8

1d20+6 : (13) + 6 = 19

1d6+3 : (1) + 3 = 4

Bonus action: Unarmed strike, advantage vs. Restrained - (1d20+6, 1d20+6, 1d6+3)

1d20+6 : (14) + 6 = 20

1d20+6 : (17) + 6 = 23

1d6+3 : (6) + 3 = 9

Mar 16, 2019 5:34 pm
what do i roll tp break the restraint?
Mar 16, 2019 5:52 pm
OOC:
Net rules here.
Quote:
A creature can use its action to make a DC 10 Strength Dexterity check, freeing itself or another creature within its reach on a success. Dealing 10 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect.
Mar 16, 2019 6:44 pm
Nela is sourly caught off from being knocked off shine, but make an effort when being pulled to throw herself toward the mast and rigging.

Rolls

Acrobatics check 20 DC - (1d20+3)

(19) + 3 = 22

Mar 16, 2019 6:57 pm
*tries to free himself*

Rolls

dex check, str check - (1d20+5, 1d20+2)

1d20+5 : (1) + 5 = 6

1d20+2 : (20) + 2 = 22

Mar 16, 2019 7:05 pm
Round 6: Zale, Nela, Ian

Zale rams the spellcaster with the force of a speeding narwhal, and is just as deadly. Its ribcage crushed, the merrow goes limp and begins to slowly sink still wrapped in the net. On the poop deck, the floating trident winks out of existence.

Her palms torn, blood seeping from the wound in her side Nela clings to the rigging desperately.

Ian fails to wriggle free from the net.
OOC:
Nela still has her actions. Ian can still take a bonus action. Zale, I expect you're moving after killing M4?
[ +- ] Round 6 Initiative Order & Status (Orange have acted. Green may act.)
Mar 16, 2019 7:19 pm
OOC:
Can I get the net?
Mar 16, 2019 7:26 pm
OOC:
It will take your action to free the merrow from the net (no roll needed, since there are no enemies nearby).

EDIT: There is also the purple tentacle whip. The merrow cleric never got to use it but I will tell you that it's badass. Monks can't use it, unfortunately, but some if the other PCs can.
Mar 16, 2019 7:31 pm
OOC:
When lands prone, does she land in a threatened space?
Mar 16, 2019 7:40 pm
OOC:
Well, she's safely in the rigging for now (see status tracker), so not prone. Are you considering letting go and dropping down 25ft? You'd take damage again (1d6 bludgeoning). I'll say you can fall on your feet given the new circumstances.

But Shine could come get you, couldn't she? You'd still need to leap over to her from the rigging. Acrobatics DC 16.
Mar 16, 2019 7:49 pm
OOC:
Okay, I will grab the tentacle whip, and swim after the Kestrel. Going for the ropes the weresharks used to climb aboard.

I totally cannot use the whip, or I can use it without adding proficiency bonus?
Mar 16, 2019 9:05 pm
OOC:
Nela:
Okay. Great use of Misty Step, and it only requires a bonus action, so I see how you would think you can use your action to cast Cure Wounds, but you can't cast both these spells on the same turn.

Here's the relevant text from page 202 of the Player's Handbook:
Quote:
Casting Time
Most spells require a single action to cast, but some
spells require a bonus action, a reaction, or much more
time to cast.

Bonus Action
A spell cast with a bonus action is especially swift. You
must use a bonus action on your turn to cast the spell,
provided that you haven’t already taken a bonus action
this turn. You can’t cast another spell during the same
turn, except for a cantrip with a casting time of 1 action.
So tell me what you want to do.
Zale:
You can use it without proficiency (martial weapon proficiency is required). It's a magic item that requires attunement, so if you or anyone were to use it during this battle, it would only function as a regular whip.
Mar 16, 2019 9:18 pm
OOC:
I see. Can she cast the cantrip frostbite at the one that harpooned her off shine the first time. It is range 60' and it is a CON save 16 DC or take 2d6 cold damage and disadvantage on the next weapon attack roll it makes before the end of its next turn. Call it returning the favor.
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