Chapter 2: Smoke on the Water

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Mar 28, 2019 1:40 pm
Jack slumps down on the blood-slicked deck and takes several deep heaving breaths. Not one for jumping into the water just yet, he takes some time to look at the new sword, before slipping it into the sheath in place of his current rapier. He heads over to the wheel, to see if he can lend a hand trying to break the rudder free of the chains from here.
Mar 28, 2019 7:06 pm
After casting Nela, dives off the rail to the waters below.
OOC:
DM edit: Not enough movement this round. If you want to dive from the stern rail, that'll be next round.
You're on main deck for now. Updating status tracker.
Mar 28, 2019 9:11 pm
Round 9: Nela, Jack

Everyone feels something change in their bodies, like a lungful of sea spray. You know from past experience what this means: Nela has just used her magic to allow you to breathe underwater.

Jack tries the wheel. The rudder seems to be stuck.
OOC:
Jack, we'll call that an object interaction. You can still act. Grog, send your attack rolls. Everyone, see my post in OOC.
[ +- ] Round 9 Initiative Order & Status (Orange have acted. Green may act.)
Mar 28, 2019 9:41 pm
OOC:
Cowabuuuuuuungaaaaaaa!

Rolls

Cannonball Javelin Dwarf, dudes and dudettes - (1d20+7, 1d6+6)

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

1d6+6 : (5) + 6 = 11

Disadvantage on attack #1 - (1d20+7)

(9) + 7 = 16

Attack #2 - (1d20+7, 1d6+6)

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

1d6+6 : (4) + 6 = 10

Attack #3 - (1d20+7, 1d6+6)

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

1d6+6 : (1) + 6 = 7

Mar 28, 2019 9:48 pm
Edit.
Phillip in his rage will walk over to the nearest "alive" body and grab them up. "WHATS! GOING ON! He screams in their face.
Last edited March 28, 2019 9:49 pm

Rolls

wisdom - self - (1d20)

(4) = 4

Grapple if needed (adv/rage) - (1d20+6, 1d20+6)

1d20+6 : (11) + 6 = 17

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

Mar 28, 2019 10:42 pm
Round 9: Phillip, Grog

Grog leaps from the stern rail and plunges into the water right on top of the merrow leader. His first strike misses, but his next two thrusts with the javelin pierce the creature's chest, blurring the water with its blood.(17 piercing damage)

Phillip picks up the unconscious Blackfin and slaps it awake and tries to squeeze information out of him, but the man only laughs in his face.
OOC:

[ +- ] Round 9 Initiative Order & Status (Orange have acted. Green may act.)
Mar 31, 2019 5:51 pm
Round 9: Khiiral, Valrakas

Khiiral uses one of the ropes to climb up to the deck. Once there, he retrieves his bow.

Valrakas finally chugs the healing potion Zale gave him. His horns shoot lightning at the netted merrow. (Valakas regains 7hp. M2 takes 5 lightning damage)
OOC:
Up next: Enemy turn.
[ +- ] Round 9 Initiative Order & Status (Orange have acted. Green may act.)

Rolls

Healing potion - (2d4+2)

(41) + 2 = 7

Storm of Fury, M2 DEX save (disadvantage) vs. DC 12 - (2d6, 1d20, 1d20)

2d6 : (41) = 5

1d20 : (14) = 14

1d20 : (5) = 5

Mar 31, 2019 6:27 pm
Round 10: Enemies
Battle Music


The merrow leader rakes at Valrakas with its claws. Even with arm torn to shreds, the minotaur holds on, but the merrow's bite to his neck does him in. Valrakas goes limp, floating in a cloud of blood. Triumphant, the merrow grabs hold of the minotaur and orders his lieutenants to chase after Zale and retrieve the trident. (Valrakas takes 6 + 4 damage, and goes unconscious. Will start rolling death saves next turn).

The trident-wielder wriggles free of the net and does as it is told (Provokes OA from Grog), but can't quite catch up to the genasi. The harpooner tries to skewer Zale, but narrowly misses.

As all this is happening around it, the dragon turtle eyes Zale, who still has the trident. The huge beast tries to dive down into the depths, but is held back be the chains. The Kestrel shudders from the strain. Not much more of this, and the ship may lose its rudder, or worse!
OOC:
All PCs GO for Round 10!

https://roguewatson.files.wordpress.com/2016/08/dragonturtle.jpg?w=299&h=381
[ +- ] Round 10 Initiative Order & Status (Orange have acted. Green may act.)

Rolls

M1 Disarming Attack: Claw - (1d20+6, 2d4+4, 1d8)

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

2d4+4 : (24) + 4 = 10

1d8 : (2) = 2

Valrakas STR save (Raging advantage) vs. Disarm (DC 15) - (1d20+7, 1d20+7)

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

1d20+7 : (13) + 7 = 20

M1 bite vs. Valrakas (AC 11) - (1d20+6, 1d8+4)

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

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

M2 tries to free self: DC 10 DEX - (1d20)

(19) = 19

M3 chases after Zale, harpoon - (1d20+6, 2d6+4)

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

2d6+4 : (26) + 4 = 12

Apr 1, 2019 2:16 am
Nela demandingly calls forth to her faithful Shine, I need you with me now., and then takes a heroic swan dive off the ship into the cold ocean waters below for her beloved Cap. She isn't letting go of him just yet. He's her captain and friend. Besides who else trust her fully.

Domore flies out 30' above the sea water near her Nela in obvious concern, but doesn't feel the need to do any swimming or sacrificing itself. It watches Nela's backside and such to aid her if she needs as it while examining the water below.

Shine hurryingly flies over and cannon ball dives into the ocean to attack too. (You can roll the attack.)

Probably Nela words will cause Kitty hearing this to come to the rail to investigate and see what is happening. Not sure if Kitty has enough concern to dive into the waters, that evil thang, even though she feels strangely enough that she can breath it as she sees Shine dives into the water for her Nela aid. (Your call if she will join the attack. Appears she is done with killing everything on the deck. Lycanthrope is bad eating, but Triton is special finicky tuna.)

There next to her Cap, Nela brings forth her most powerful healing that she can muster right now. Nela calls upon the sea itself to empower her. (She is after all a druid and believes in the elements not a god.) She places her impowered hand upon Cap's unconscious and dying body to bring forth greater life and soul to him. (Smiles. See. The water answers. Blink. Blink.)

She demandingly yells at the Dragon Turtle in common They can't control YOU. You are FREE. Let go my SHIP. She hopes that if it can't understand her words perhaps it can understand her intentions and she hopes it realize it is free anyway. She feels bad for the Dragon Turtle being abused. (She is a big animal lover. Even for a Dragon Turtle.)

It is obvious to the those present that she can indeed breath water despite her more bestial appearance. She looks quite unusual and probably nothing that the enemy or the dragon turtle has ever seen before. Shifter just don't go into the sea. They are very much land loving critters, but she unlike most has always lived on coastal area. Sea is no stranger to her.

She also shoves her best weapon, a scimitar, in Cap's free hand while doing all this knowing that he will require a weapon very soon. What a good ship's captain without a decent weapon.(assuming that is possible)
OOC:
Lots of movement. She casts Level 3 version of Cure Wounds on Cap. Calls upon the waters. Interacting with object.
Last edited April 1, 2019 3:29 am

Rolls

Cure Wounds (Spell Level 3) - (3d8+5)

(343) + 5 = 15

Persuasion - (1d20-2)

(7) - 2 = 5

Apr 1, 2019 2:36 am
Round 10: Nela, Shine, and Domare

The ship's surgeon goes to her captain's rescue, sending powerful healing energy through the captain, stitching together torn flesh and sinew. Regaining consciousness, but still bloodied, Valrakas starts yelling what is most probably a string of commands peppered with expletives, but all Nela and Grog hear is "Blurble gurgle glug burble!!!!!!!" The minotaur pushes Nela's scimitar away. She knows his horns are far deadlier weapons than most swords.

Nela tries to make demands of the turtle dragon, but it doesn't seem to understand the common tongue. In fact, the aquatic monster doesn't even seem to notice the shifter at all. The Kestrel lurches again as the creature strains against the chains. Domare swoops over the water as Shine plunges into the waves to fight by Nela's side, but though the druid's spell lets the pegasus breathe water, it's just too awkward outside of its element, and misses the merrow with its hooves.
OOC:

[ +- ] Round 10 Initiative Order & Status (Orange have acted. Green may act.)

Rolls

Shine vs. M1 (AC 13) - (1d20+5, 2d6+4)

1d20+5 : (5) + 5 = 10

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

Apr 1, 2019 10:20 am
Someone do something bout the bloody turtle!
Seeing no enemies, and not keen on getting wet, moves back to the railing to wait for a visible target
Apr 1, 2019 5:25 pm
Swimming as fast as he can while the merrows give chase, Zale looks back at the dragon turtle. He sees intelligence in its eyes - this is no dumb beast. Somewhere far back in Zale's ancestry was a denizen of the deep, perhaps even a water elemental. Drawing from deep within, he tries to recall the aquan tongue.

"Noble one, this is the trident they have been using to bend you to their will. I refuse to use it to curtail your freedom. Help us fight these who have wronged you, and I swear by the sea in my blood that we will help loose you from your chains and destroy this profane weapon forever!"
Last edited April 1, 2019 5:25 pm
Apr 1, 2019 5:47 pm
Phillip shouts in the face of the creature. "AHhhhhhhhhhh!!!!!!!" Switfly he picks him up an gingerly slams him down on phillps bent knee. Philip smiles a bit at the audible sound of the bones snapping. Not sure if its his knee or the spine either way Phillip is dertermined to get some answer he scans the deck of the ship and spots Ian.

Picking up his club Phillip stomps his way to Ian. "YOU!" Phillip reaches out to grab Ian's garb. "AHHWHATS GOIN ON!!!!!!!!!!" He screams as he potentially lifts Ian up.

Rolls

Ath grapple if necessary (adv/rage) - (1d20+6, 1d20+6)

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

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

d20 if Ian wants it - (1d20)

(17) = 17

Apr 1, 2019 5:59 pm
Fighting in the water an a giant turtle trying to drag thw ship under. Cap'n is near dead. tis a bloody mess he replies calmly
Apr 1, 2019 6:21 pm
"WHY IS THIS HAPPENING WHY ARRRE YOU LOUTS JUST STANDING ABOUT!!! WHO THE HELL ARE THESE THINGS! " Phillip breaths furiously and smashes his club onto the railing.
Apr 1, 2019 10:22 pm
I'm nae good im the water.
Apr 1, 2019 11:33 pm
OOC:
Now all i can think of is Mr. Torgue wearing a hawaiian shirt XDDD
"WHAT DO YOU MEAN YOU NO GOOD IN AE WATER!!! YOUR ON FREAKING BOAT FOR CRYING OUT LOUD!!!
Apr 1, 2019 11:40 pm
Fighting in the bloody water...
Apr 2, 2019 2:52 am
Round 10: Ian, Phillip, Zale

As those on the poop deck argue, the rest of the crew mill about on the main deck. Some of them are wounded from the wereshark attack. With the captain missing, without orders from the first mate, Ian, nor the quartermaster, Khiiral, and the argument around the helm, there is general confusion and grumbling disquiet among the sailors.

"Orders, sir?"
"Ow! Me fucken arm! Where's the surgeon?"
"...help the Cap'n..."
"Do we throw these corpses overboard, or..."
"...can't just stand around...bloody do sumthin!"
"Drop anchor, maybe?"
"Fool! We'd be torn apart!"
"DRAGON?! Where? We're gonna die!!!"


Those underwater see the dragon turtle turn towards Zale, open its maw, and spout a jet of burning steam in his direction...but the genasi is not the target! The steam engulfs the two merrows, blistering their skin! (M2 & M3 take 54 damage).
[ +- ] Zale
OOC:
• Grog can still take a retro OA vs. M2 when it moved away.
• Still to act this round: Grog, Khiiral, Jack.
• Phillip & Ian can continue their RP.
[ +- ] Round 10 Initiative Order & Status (Orange have acted. Green may act.)

Rolls

Steam Breath damage - (13d6)

(6365555253252) = 54

Recharge? - (1d6)

Apr 2, 2019 4:26 pm
Taking his chance to try and spear the Merrow, Grog lunges at it with his javelin.
Seeing them nearly boil to death, Grog tries to swim up to the coward and do him in(if he still lives)

Rolls

OA on M2 - (1d20+7, 1d6+6)

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

1d6+6 : (6) + 6 = 12

Attack #1 - (1d20+7, 1d6+6)

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

1d6+6 : (1) + 6 = 7

Attack #2 - (1d20+7, 1d6+6)

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

1d6+6 : (2) + 6 = 8

Attack #3 - (1d20+7, 1d6+6)

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

1d6+6 : (2) + 6 = 8

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