Chapter 2: Smoke on the Water

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Feb 26, 2019 7:22 pm
Round 2: Nela

Nela causes another lightning bolt to stab down practically on top of the spellcaster merrow's head. The creature fails to dodge away and takes the full force of the spell! The webbing in between its fingers light up, and is flesh sizzles. (15 lightning damage)

It's a close call for Zale, who is just below he surface.
OOC:
[ +- ] Round 2 Initiative Order & Status (Orange have acted. Green may act)

Rolls

DEX save for half damage (DC 16) - (1d20)

(11) = 11

Lightning placement vs. Zale's location - (1d8, 1d8)

1d8 : (6) = 6

1d8 : (5) = 5

Feb 26, 2019 8:11 pm
Nela not like the fact of boarding might happen soon, she calls down her Shine behind her and turns and mounts her. She also holds out her arm for Domare to come to her from the rail. Not a good place for Domare right now or anyone. She eyes the spot next to the rail where she was expecting trouble, but it doesn't matter as soon she will be airborne.
Feb 26, 2019 11:33 pm
Quote:
"Shake out th' reefs! Full sail! Fly th' spinnaker!" the captain roars. "We're runnin', dammit!"
As deck hands scramble to comply, Valrakas stops them, "Belay that! Put those damn fires out first!"

One of the ship's gunners rushes to assist Grog with the cannon. But once it becomes clear to him what the barbarian intends, he attempts to talk Grog out of it.
Feb 26, 2019 11:38 pm
Can any o ye casters put some water on those flames?
Feb 27, 2019 5:44 am
Jabes.plays.RPG says:
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.
Zale hesitates, torn between saving the survivors and warning his crewmates about the saboteurs. The hesitation is momentary. In the first place, he dove in without a thought because the endangered woman and child struck a chord in him. A caring mother (or grandmother - this woman looks a bit old) is something Zale never had. And of course, how could anyone, saint or pirate, allow a baby to become fish-food?!

Zale bursts out of the water and kicks the wereshark's nerve center right behind the knee. Then follows up with a flurry of strikes to the midsection.
OOC:
1 miss, 3 hits. 26 damage. I took the liberty of rolling the were shark's save against Stunning Strike (failed)

Can I use my 45ft movement to swim away, taking the survivors with me? Safely enough so the don't drown?
Last edited February 27, 2019 5:58 am

Rolls

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

1d20+6 : (18) + 6 = 24

1d8+3 : (8) + 3 = 11

CON save vs Stunning Strike (DC 14) - (1d20+3)

(8) + 3 = 11

Attack 2 (advantage vs. stunned) - (1d20+6, 1d20+6, 1d8+3)

1d20+6 : (20) + 6 = 26

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

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

Crit damage - (1d8)

(1) = 1

Attack 2 (advantage vs. stunned) - (1d20+6, 1d20+6, 1d8+3)

1d20+6 : (4) + 6 = 10

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

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

Attack 2 (advantage vs. stunned) - (1d20+6, 1d20+6, 1d8+3)

1d20+6 : (16) + 6 = 22

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

1d8+3 : (3) + 3 = 6

Spellcaster's CON save vs Stunning Strike (DC 14) - (1d20)

(7) = 7

Feb 27, 2019 4:42 pm
Round 2: Zale

Battle Music

Zale hits the nerve center dead on, and the wereshark goes stiff before tumbling lifelessly into the water. The genasi follows up with a finger-jab to the base of the spellcasting merrow's spine, immobilizing the monster. Then, grabbing the survivors bundled up in the net, Zale makes for the Kestrel. But how is he going to get past those merrows?
OOC:
[ +- ] Round 2 Initiative Order & Status (Orange have acted. Green may act)
Feb 28, 2019 7:11 am
Grog gives up on trying to fire the cannon and instead tries to assist in putting out the fires by lifting up his loincloth and relieving himself in the way of the wolves.

"Grog help!"
Feb 28, 2019 4:00 pm
Round 2: Grog

The monosyllabic barbarian is able to douse one fire. Two still remain.
OOC:
Enemy turn coming right up...
Mar 3, 2019 3:04 pm
https://cdnb.artstation.com/p/assets/images/images/000/876/013/20150623135525/smaller_square/daniel-jimenez-villalba-pathfinder-unchained-frosty-wereshark.jpg?1435085725

Round 2: Enemies

Battle Music

Valrakas draws his cutlass against the floating trident, but the merrow cleric is still paralyzed by Zale's nerve jab, and the spectral weapon just hovers by the captain, inert. "Steady, lads! Their trap ain't sprung yet! This is just th' beginni--"

Valrakas is cut off as four grapnels clatter onto the poop deck and hold fast to the stern rail. Several shark-headed figures clamber aboard, led by a hulking hammerhead. Off the starboard bow, the merrow captain lobs another fire-bomb at the ship, then raises his gold cutlass and dives. The trident-wielding lieutenant follows suit. Four small fires dot the deck now, billowing acrid smoke. The other lieutenant dives as well, but not before attempting to harpoon Khiiral. The barbed shaft thuds into the rail, and wood chips fly when the weapon is wrenched away by the diving merrow.

What do you do?
OOC:
[ +- ] Round 3 Initiative Order & Status (Orange have acted. Green may act)

Rolls

Harpoon vs. Khiiral (AC 17) - (1d20+6)

(6) + 6 = 12

Mar 3, 2019 4:47 pm
OOC:
Can Nela maintain her call lightning, but not use it this round and cast another spell somehow? Like perhaps a concentration check to keep hold of the call lightning?
Mar 3, 2019 5:00 pm
OOC:
Those merrows dove right in front of me. Do I perhaps have some idea which direction they've swum?

If Nela uses Control Water to create a wave to wash and over the deck, can I swim up the wave?
Last edited March 3, 2019 5:03 pm
Mar 3, 2019 6:59 pm
Being the only one in the water, Zale alone sees that the three merrows are headed in the direction of the Kestrel's stern, where the ship's rudder appears to have been chained to a huge, turtle-like creature.
OOC:
Zale: If Nela uses Control Water to create a 20-ft wave as per the spell's description to crash down onto the deck, then yes, you can swim it. But be aware that a wave like that might wash crew members into the sea.

Nela: Yes, you can cast a different spell and maintain Concentration on Call Lightning as long as the new spell does not require Concentration. See here.
Mar 3, 2019 8:01 pm
Shine takes off from deck safely to the air, but still around the ship from above with Nela riding. Domare goes to the air and is going around the ship looking for more problems at a safe height. Nela concentrates on holding her Call Lightning and makes the waters near the rise up and wash over the deck. She is bring up only 3' of water so as not to wash away anyone, but more than enough to put out. She watches and makes sure all the fires are put out. If she sees her crew mate wanting to swim up, she will make sure there is water there boost him up to the deck safely.
OOC:
Nela casts Control Water, but does not maintain it. She is maintaining Call Lightning safely with a 10 DC rolled 19.
Last edited March 3, 2019 8:10 pm

Rolls

Concentration check to maintain Call Lightning due to casting. 10 DC. - (1d20+1)

(18) + 1 = 19

Mar 3, 2019 8:20 pm
Phillip will come up on deck grumbling the entire way up. Coming onto the deck seeing the comotion. Still boiling from the day prior. Phillip will swing at the nearest body whoever it is.
OOC:
Phillip will probably rage next round.

Rolls

Greatclub - (1d8+3)

(3) + 3 = 6

roll to hit. - (1d20+7)

(2) + 7 = 9

Attack 2 - (1d20+7, 1d8+3)

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

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

Mar 3, 2019 8:50 pm
OOC:
Jabes.plays.RPG says:
Nela: Yes, you can cast a different spell and maintain Concentration on Call Lightning as long as the new spell does not require Concentration. See here.
Control Water is a concentration spell. If you cast it, you lose concentration on Call Lightning. There is no saving throw to prevent this. The DC 10 CON save to maintain concentration is for when you take damage or are potentially distracted by your surroundings.

And 3 feet of water can easily sweep people off their feet.
Mar 3, 2019 9:06 pm
fires at whichever poopdeck shark is closest

Rolls

pistol - (1d20+5, 1d8+5)

1d20+5 : (4) + 5 = 9

1d8+5 : (1) + 5 = 6

Mar 3, 2019 10:27 pm
OOC:
I understand the theory on that you can't maintain two concentration spells, but I'm not maintaining the control water. I will let it go just like go just like any other spell casted. I don't take the option to maintain it, but if that isn't good enough then I will have to recast the Call Lightning later and I guess that I have Control Water to play with.
Mar 3, 2019 11:25 pm
With the fires just springing back up after he just puts one out, that makes the wolf-raised Grog a "bit" mad. And when the weresharks came aboard? Absolutely livid.

"Grog slash!"

He goes into an absolute frenzy as he takes up his greataxe and barrels towards the nearest finned bugger to make them shark fin soup!
OOC:
Might use Savage attacker, just need to see the stuffs.
[ +- ] Grog's Lashout

Rolls

Attack 1 - great weapon master(taking -5 to attack for +10 dam on hit) - (1d20+2, 1d12+16)

1d20+2 : (2) + 2 = 4

1d12+16 : (9) + 16 = 25

Attack 2 - (1d20+7, 1d12+6)

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

1d12+6 : (5) + 6 = 11

Mar 4, 2019 6:48 am
Nela raises a wave of seawater to wash across the deck of the Kestrel. The vessel rocks violently, but rights itself. All the fires are swept away, but so are several of the crew, and the saber-tooth. They end up in the water on the ship's port side.
OOC:
To save time, I have rolled saves for everyone against Nela's spell save DC (16). No advantage for the barbarians, as neither are raging yet. All the PC's make it, but Kitty is swept into the sea!
Although they manage to stay on their feet, Ian, Grog, and Phillip's attacks are disrupted by the unexpected wave, causing them to miss their targets.
OOC:
[ +- ] Round 3 Initiative Order & Status (Orange have acted. Green may act)

Rolls

Phillip - (1d20+7)

(18) + 7 = 25

Jack - (1d20+5)

(12) + 5 = 17

Valrakas - (1d20+6)

(16) + 6 = 22

Khiiral - (1d20+3)

(16) + 3 = 19

Ian - (1d20+2)

(16) + 2 = 18

Weresharks - (1d20+4, 1d20+4, 1d20+4, 1d20+4)

1d20+4 : (10) + 4 = 14

1d20+4 : (13) + 4 = 17

1d20+4 : (17) + 4 = 21

1d20+4 : (17) + 4 = 21

Grog - (1d20+7)

(10) + 7 = 17

Kitty - (1d20+4)

(7) + 4 = 11

Mar 4, 2019 5:33 pm
When the magical wave rises from the sea, Zale grabs the opportunity to ride it all the way up to the ship's deck qith the rescued hostages in tow...
OOC:
Do I also need to save?
Last edited March 4, 2019 5:44 pm

Rolls

STR save - (1d20+3)

(6) + 3 = 9

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