Chapter 3: Silver Isle, Floating Market
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Astrias, there are more than a dozen thugs that you can see. Also, your heightened awareness alerts you to the presence of an enemy ship moving into position beside the Kestrel's starboard side (the port side is of course where the gangplank is attached).
The triton's psychic power grants battle insight to Ian, Zale, Grog, and Philip, propelling them into battle! (revised initiative order below!)
Battle Music!
25 • Zale: 85/85hp. AC 16.
24 • Jineer: 51/51hp. AC 16.
23 • Nela: 57/57hp. AC 15.
23 • Astrias: 75/75hp. AC 14.
22 • Pelner: 64/64hp. AC 18.
21 • Jack: 52/52hp. AC 14.
19 • Grog: 101/101hp. AC 16.
18 • Ian: 83/83hp. AC 17.
17 • Safford Stampes:
17 • Scurvy Dogs: 114 damage
15 • Phillip: 82/82hp. AC 15.
11 • Kitty: 51/51hp. AC 15.
Rolls
Nela's lightning damage, Enemy DEX save (DC 17 for half) - (3d10, 1d20)
3d10 : (856) = 19
1d20 : (14) = 14
Rolls
flintlock - (1d20+9)
(5) + 9 = 14
Spending 7 psi points as a bonus action to activate 'Bestial Transformation' (Tough Hide and Flight). +2 to AC (now 16), flying speed of 30 feet.
Flying 30 feet up
Amphibious (2 psi). You gain gills; you can breathe air and water.
Climbing (2 psi). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.
Flight (5 psi). Wings sprout from your back. You gain a flying speed equal to your walking speed.
Keen Senses (2 psi). Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.
Perfect Senses (3 psi). You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
Swimming (2 psi). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.
Tough Hide (2 psi). Your skin becomes as tough as leather; you gain a +2 bonus to AC.
Rolls
Thunder Clap damage - (8d6)
(53122541) = 23
Astrias manifests a sphere of thunder centered on Stampes just as three of his scallywags swing in from the dock using the loading cranes. Stampes toughs it out, but the three seadogs lie dead on the deck, blood pouring out of their ears. (3 scallywags dead after taking 23 thunder damage each. Stampes saves for half.)
Astrias transforms and launches herself into the air. She can now see that the enemy ship, the Strumpet, is almost in position for her crew to board the Kestrel.
Battle Music!
25 • Zale: 85/85hp. AC 16.
24 • Jineer: 51/51hp. AC 16.
23 • Nela: 57/57hp. AC 15.
23 • Astrias: 75/75hp. AC 16. Bestial Transformation. Flying 30ft above deck.
22 • Pelner: 64/64hp. AC 18.
21 • Jack: 52/52hp. AC 14.
19 • Grog: 101/101hp. AC 16.
18 • Ian: 83/83hp. AC 17.
17 • Safford Stampes: AC 18. 11 damage.
17 • Scurvy Dogs: 183 damage
15 • Phillip: 82/82hp. AC 15.
11 • Kitty: 51/51hp. AC 15.
Rolls
Safford Stampes CON save (DC 17) - (1d20+4)
(16) + 4 = 20
Scallywags CON save (DC 17) - (1d20+2)
(7) + 2 = 9
Ian's flintlock damage - (1d8+3)
(6) + 3 = 9
Range: 120 feet
Components: VS
Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
Rolls
Spell attack - (1d20+9)
(4) + 9 = 13
Radiant Damage - (4d6)
(2453) = 14
The turret exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Rolls
Flame Damage - (1d8)
(3) = 3
Pelner's gout of fire singes several of the flea-ridden scallywags waiting to leap over from the Strumpet. (3 scallywags take 1 fire damage each)
25 • Zale: 85/85hp. AC 16.
24 • Jineer: 51/51hp. AC 16.
23 • Nela: 57/57hp. AC 15.
23 • Astrias: 75/75hp. AC 16. Bestial Transformation. Flying 30ft above deck.
22 • Pelner: 64/64hp. AC 18.
21 • Jack: 52/52hp. AC 14.
19 • Grog: 108/108hp. AC 16.
18 • Ian: 83/83hp. AC 17.
17 • Safford Stampes: AC 18. 11 damage.
17 • Scurvy Dogs: AC 12. 186 damage.
15 • Phillip: 82/82hp. AC 15.
11 • Kitty: 51/51hp. AC 15.
Rolls
Scallywags DEX save vs Pelner DC 16 - (1d20)
(20) = 20
Much like the previous time, the stout semi-savage comes rushing out, yet again, nekkid. Though, this time, he has a javelin in hand and throws it at any chumps before rushing at the nearest jerk, potentially the pompous one, with his megalodon greataxe in a spiteful rage!
Wrong die type on the savage attack, use second if applicable
Rolls
Javelin Atk 1 - (1d20+8, 1d6+4)
1d20+8 : (1) + 8 = 9
1d6+4 : (6) + 4 = 10
Greataxe - (1d20+8, 1d12+7)
1d20+8 : (20) + 8 = 28
1d12+7 : (10) + 7 = 17
Savage attacker (greataxe) - (1d20+7)
(17) + 7 = 24
Brutal Critical - (1d12)
(5) = 5
Savage attacker - (1d12+7)
(4) + 7 = 11
Crit Damage, additional - (2d12)
(93) = 12
Great Weapon Master(Bonus attack) - (1d20+8, 1d12+7)
1d20+8 : (16) + 8 = 24
1d12+7 : (4) + 7 = 11
Jack and Zale have yet to act. And then it's the bad guys, followed by Phillip and Kitty.
Rolls
Headbutt - (1d20+8, 1d6+4)
1d20+8 : (20) + 8 = 28
1d6+4 : (6) + 4 = 10
Punch to the groin - (1d20+8, 1d6+4)
1d20+8 : (20) + 8 = 28
1d6+4 : (2) + 4 = 6
Dockmaster Constitution save DC 16 - (1d20)
(5) = 5
crit damage - (2d6)
(12) = 3
The scallywags on the Strumpet gasp, and scramble to maneuver their ship away and sail as far away from here as possible.
Rolls
Falling damage - (5d6)
(21344) = 14
Rolls
Call Lightning - (3d10)
(825) = 15