Chapter 3: Silver Isle, Floating Market
• Khiiral: 68/68hp. AC 17.
• Grog: 101/101hp. AC 16.
• Kitty (stats here): 52/52hp. AC 12.
• Phillip: 79/79hp. AC 15.
• Jack: 52/52hp. AC 14.
• Zale: 77/77hp. AC 16.
• Jineer: 41/41hp. AC 16.
• Reef Guardian: AC 20.
• Nela: 51/51hp. AC 15.
• Shine: 59/59p. AC 12.
• Domare: 1/1hp. AC 13.
Rolls
what ever the row calls for - (1d20)
(19) = 19
With the guardian looming over you, Magda suddenly doesn't care where you land the boat. Giving hasty directions she is able to guide the steersman as Phillip rows mightily. The Sparrow makes some headway. What do those in the Minnow do?
Boat 1: "Minnow"
• Jineer: 41/41hp. AC 16.
• Grog: 101/101hp. AC 16.
• Jack: 52/52hp. AC 14.
• Khiiral: 68/68hp. AC 17.
Boat 2: "Sparrow"
• Phillip: 79/79hp. AC 15.
• Ian: 75/75hp. AC 17.
• Zale: 77/77hp. AC 16.
• Magda & Lena
• Reef Guardian: AC 20.
• Nela: 51/51hp. AC 15.
• Shine: 59/59p. AC 12.
• Domare: 1/1hp. AC 13.
She pulls her necklace from inside her clothing and points it at the Guardian hoping to change it into a sea turtle.
Range: 60 feet
Components: V S M (A caterpillar cocoon)
Duration: Concentration, Up to 1 hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Rolls
Wisdom Save DC 16 - (1d20)
(14) = 14
Jack curses as the creature rises up. He stands up and his rapier and axe leap into his hands, lashing out in a flurry.
Attack, Extra Attack, Bonus Action attack.
52/52 HP | 14 AC | Action Surge 1/1 | Second Wind 1/1
Rolls
Fancy silver rapier - (1d20+6, 1d8+3)
1d20+6 : (16) + 6 = 22
1d8+3 : (6) + 3 = 9
Fancy silver rapier extra attack - (1d20+6, 1d8+3)
1d20+6 : (6) + 6 = 12
1d8+3 : (3) + 3 = 6
Bonus Action Handaxe Attack - (1d20+5, 1d6+2)
1d20+5 : (20) + 5 = 25
1d6+2 : (3) + 2 = 5
Hand Axe Crit - (1d6)
(6) = 6
I've switched Jack and Ian's positions in the boats.
With the guardian eliminated, you find that the reef itself is now simple to navigate, and you soon find yourselves nearing the shore where villagers await.
You soon arrive at the beach. Tattooed villagers watch you warily, pointing at Magda and whispering.
Nela, do you rejoin the crew, or return to the Elder?
"Grog grog... Grog grog grog! Grawg? Grog!"