Chapter 3: Silver Isle, Floating Market

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Oct 18, 2019 10:06 pm
Starts shouting orders and moves to the canons readying to fire for a broadside
Oct 19, 2019 2:09 am
On the First Mate's orders, the crew steps to, and the Kestrel begins to come about.
OOC:
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
Oct 19, 2019 10:58 am
The_Librarian sent a note to jabes.plays.rpg
Oct 19, 2019 5:03 pm
Naval combat, how interesting. I will get my hot air balloon up. But while the ladies keep the enemy in range... Pelner rushes over to his balloon and pulls the monkey covering his ears off his shield, placing it on the platform of the basket closest to the retreating ship and chants hear no evil, Hear No Evil, HEAR NO EVIL!. The monkey activates and and a large bolt of energy leaves it mouth aimed at the other ships helm.
[ +- ] Force Ballista (Hear no Evil)

Rolls

Turret attack, damage - (1d20+8, 2d8)

1d20+8 : (7) + 8 = 15

2d8 : (74) = 11

Oct 19, 2019 6:10 pm
Valkeelis says:
She then looks over to Nela, Pelner and Zale. "Us four may be able to handle them while the others man the canons.....Seek and destroy?" She offers the other three who can fly and cross water at great speed.
"Hold my beer," Zale says, handing his bottle to a deck hand. He dives cleanly into the water, only to resurface a moment later to run across its surface, leaping from wave crest to wave crest, towards the enemy ship. As the water genasi runs, he touches the strange ring on his finger, and another water elemental, just like the one Astrias summoned, rises up and races across the water alongside the him.
Quote:
The EleMental Ring
Magic ring (Requires attunement)
While wearing this ring and touching water, you can use an action to summon a water elemental, as if you had cast the Conjure Elemental spell. The ring can't be used this way again until the next dawn.

You have a telepathic link to the elemental you summon. If the conjured elemental is slain, banished, or dispelled by anyone other than you, the mental backlash causes you to go crazy as if under the effects of the Confusion spell. This effects lasts for half as long as the elemental was in existence.

Rolls

Water elemental's initiative - (1d20+2)

(18) + 2 = 20

Oct 19, 2019 6:26 pm
Battle Music!

Zale summons an elemental as he speeds across the waves!

Pelner's monkey bolt misses the Strumpet's helm, but kills its helmsman!

In between issuing orders for maneuvering the Kestrel and manning the guns, Ian examines Safford Stampes' body and finds some very finely made weapons.
OOC:
When you have had a short rest to attune, you will discover these weapons' properties. Until then, they will function as an ordinary cutlass and flintlock pistol.
[ +- ] From Dusk Til Dawn
[ +- ] Footloose Blade
OOC:
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
Oct 19, 2019 6:53 pm
Kitty will wander up on the deck and watches. Lost interest in the fight after it ended so fast. And appears to have ZERO interest in getting into the water. It watches the happens with the enemy ship with mild interest.
Oct 19, 2019 8:01 pm
OOC:
May I add Step of the Wind to my turn? I believe bonus action Dash will get me on board the enemy vessel?
Oct 20, 2019 12:02 pm
[ooc]Are we in broadside range yet?[/b]
Oct 20, 2019 2:38 pm
OOC:
Zale: Sure, you may. On deck, alone, in the midst of the scallywags... are you sure?

Ian: On your last turn, the Kestrel executed a 90-degree turn. Now you'll have to catch up to the Strumpet to fire a broadside. In the meantime, anyone can use their action to fire the forward gun.
Oct 21, 2019 2:51 am
OOC:
Grog and Phillip have (I think) already declared inaction, but until Jineer posts her action I'll leave it open. So still to act are Jineer, Jack, Elemental-Z, maybe Grog, and maybe Phillip. Then the baddies get their turn, and then Elemental-A, and then it's the top of Round 2.
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
Oct 21, 2019 2:10 pm
Jineer begins quacking while throwing a duck figurine on the deck of the ship. 7 giant ducks appear on deck and Jineer jumps up on one. "Anyone for a boarding party?" Jineer will wait for her comrades to mount up before moving.
[ +- ] The Mighty Duck Dynasty
Oct 22, 2019 12:43 pm
Jack hurries to the forward gun and touches off a shot!
OOC:
Not sure if firearms would fall under the general "martial" category, or if it is a separate standalone proficiency he needs to acquire. Add 4 to the attack result if he is proficient in cannoneering!

Rolls

Cannoncocking..... - (1d20+3, 4d10)

1d20+3 : (10) + 3 = 13

4d10 : (76109) = 32

Oct 22, 2019 3:22 pm
As Zale leaps onto the Strumpet's deck, he wishes there was a way to get the water elemental he summoned up here as well. Seeing no way, he commands the elemental to slam its fists into the enemy vessel's hull.

Rolls

Slam 1 - (1d20+7, 2d8+4)

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

2d8+4 : (27) + 4 = 13

Slam 2 - (1d20+7, 2d8+4)

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

2d8+4 : (75) + 4 = 16

crit damage - (2d8)

(25) = 7

Oct 22, 2019 4:46 pm
Jineer activates the Duck Dynasty and leaps astride the lead duck, then calls on her companions to join her in an aerial assault on the enemy vessel. (no takers?)

Jack shoots the fore cannon. One of the Strumpet's sails goes limp as a hole is blown through it. (32 damage to he sails. –10 ft. speed per 25 damage taken.)

The scurvy dogs are momentarily shocked when Zale arrives all alone in the middle of the Strumpet's deck. They recognize this person as the one who killed their captain. Yelling curses, half a dozen of them come at Zale with cutlasses and hooks! (9 slashing damage)

Zale's elemental slams its watery fists into the Strumpet's hull. The crew scrambles to plug the resulting leaks below deck. (Hull takes 20+16 damage)

Battle Music!

https://i.pinimg.com/originals/ad/c7/9c/adc79c0e04f5c40a4f3e1a768c370425.jpg

Rolls

Cutlasses - (1d20+5, 1d20+5, 1d6+5)

1d20+5 : (13) + 5 = 18

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

1d6+5 : (4) + 5 = 9

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

1d20+5 : (8) + 5 = 13

1d20+5 : (9) + 5 = 14

1d8+5 : (6) + 5 = 11

Oct 22, 2019 4:47 pm
OOC:
Astrias' elemental is up. When they're done, we go to Round 2, and we're going to change up the rules a bit.
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
Oct 22, 2019 6:17 pm
Astrias' water elemental makes two slam attacks against the Strumpet's hull.

Rolls

Slam attacks 1 and 2, damage - (1d20+7, 1d20+7, 2d8+4, 2d8+4)

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

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

2d8+4 : (65) + 4 = 15

2d8+4 : (51) + 4 = 10

Oct 22, 2019 6:31 pm
Astrias flies towards the Strumpet at full speed.
OOC:
Dash action + Move action, flying 60ft...

How fast approx would you say the Strumpet is moving? Is is even possible for Astrias to catch it by air?
Oct 22, 2019 6:40 pm
OOC:
The hull has a damage threshold of 15. So it takes damage from A-Elemental's first slam, but not the second.
[ +- ] Damage Threshold
Okay, we're at the top of the next round, with Astrias kicking it off. The Strumpet is currently unable to make any headway because of Nela's Control Water spell. The current distance from Kestrel to Strumpet is 100ft. The Kestrel can cover half that distance on its turn.
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
Oct 22, 2019 8:43 pm
Nela continues to bash the enemy ship with waves try to sink it as well as stop it from getting away. It will not get away from us.
OOC:
Hold on to her control water and releasing flood waves at the enemy ship.
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