Chapter 3: Silver Isle, Floating Market
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25 • Zale: 85/85hp. AC 16.
24 • Jineer: 51/51hp. AC 16.
23 • Nela: 57/57hp. AC 15. Concentrating (Control Water)
23 • Astrias: 75/75hp. AC 16. Bestial Transformation. Concentrating (Animate Water)
22 • Pelner: 64/64hp. AC 18.
21 • Jack: 52/52hp. AC 14.
19 • Grog: 108/108hp. AC 16. Below deck.
18 • Ian: 83/83hp. AC 17.
15 • Phillip: 82/82hp. AC 15.
11 • Kitty: 51/51hp. AC 15.
• Safford Stampes: DEAD.
• The Strumpet Hull AC 15; Helm AC 16; Sails AC 12; Guns AC 18.
• Scurvy Dogs: AC 12. 186 damage.
6 • Water elemental: 114/114hp. AC 14.
Rolls
Turret attack, damage - (1d20+8, 2d8)
1d20+8 : (7) + 8 = 15
2d8 : (74) = 11
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
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.
This magic weapon grants a +1 bonus to attack and damage rolls you make with it. It needs neither ammunition, nor powder, and can be shot underwater. The damage it deals is radiant damage. It has a maximum of 5 charges and regains 1d4+1 charges each day at dusk. When you hit a creature with a ranged weapon attack using this weapon, you can spend 1 charge as a reaction to deal 1d8 radiant damage to a second creature within 10 feet of the original target.

Put on your red shoes and dance the blues. You can use a bonus action to toss this magic sword into the air and speak the command phrase, "Everybody, cut footloose!" When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
If you crit with this weapon, it casts Otto's Irresistible Dance on the target and another creature of your choice within 10ft of it.

25 • Zale: 85/85hp. AC 16.
24 • Jineer: 51/51hp. AC 16.
23 • Nela: 57/57hp. AC 15. Concentrating (Control Water)
23 • Astrias: 75/75hp. AC 16. Bestial Transformation. Concentrating (Animate Water)
22 • Pelner: 64/64hp. AC 18.
20 • Z-Water elemental: 114/114hp. AC 14.
21 • Jack: 52/52hp. AC 14.
19 • Grog: 108/108hp. AC 16. Below deck.
18 • Ian: 83/83hp. AC 17.
15 • Phillip: 82/82hp. AC 15. Sunbathing.
11 • Kitty: 51/51hp. AC 15.
• The Kestrel:
• The Strumpet Hull AC 15; Helm AC 16; Sails AC 12; Guns AC 18.
• Scurvy Dogs: AC 12. 197 damage.
6 • A-Water elemental: 114/114hp. AC 14.
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.
25 • Zale: 85/85hp. AC 16.
24 • Jineer: 51/51hp. AC 16.
23 • Nela: 57/57hp. AC 15. Concentrating (Control Water)
23 • Astrias: 75/75hp. AC 16. Bestial Transformation. Concentrating (Animate Water)
22 • Pelner: 64/64hp. AC 18.
20 • Z-Water elemental: 114/114hp. AC 14.
21 • Jack: 52/52hp. AC 14.
19 • Grog: 108/108hp. AC 16. Below deck.
18 • Ian: 83/83hp. AC 17.
15 • Phillip: 82/82hp. AC 15. Sunbathing.
11 • Kitty: 51/51hp. AC 15.
• The Kestrel:
• The Strumpet Hull AC 15; Helm AC 16; Sails AC 12; Guns AC 18.
• Scurvy Dogs: AC 12. 197 damage.
6 • A-Water elemental: 114/114hp. AC 14.
This wooden figurine of a duck wearing a crown is small enough to fit in a pocket. If you use an action to quack the correct duck call and throw the figurine to a point on the ground (or water's surface) within 60 feet of you, the figurine becomes a flock of 7 giant ducks for up to 6 hours. Each duck has the same stats as giant ravens, but add a Swim Speed of 20 ft. If the space where the ducks would appear is occupied by other creatures or objects, or if there isn't enough space for the them, the figurine doesn't become a flock of ducks. After 6 hours have passed, the flock reverts to figurine form. The flock reverts to a figurine early if it drops to 0 hit points or if you use an action to quack the command again while touching it. Once it has been used, it can't be used again until 5 days have passed.
The ducks are friendly to you and your companions. They can be used as mounts by Medium or smaller creatures to fly in V-formation. The ducks fight only to defend themselves. They understand your languages and obey your spoken commands. If you issue no commands, the ducks defend themselves but take no other actions.
Rolls
Cannoncocking..... - (1d20+3, 4d10)
1d20+3 : (10) + 3 = 13
4d10 : (76109) = 32
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
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!

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
25 • Zale: 76/85hp. AC 16. On board Strumpet.
24 • Jineer: 51/51hp. AC 16. Astride Mighty Duck.
23 • Nela: 57/57hp. AC 15. Concentrating (Control Water)
23 • Astrias: 75/75hp. AC 16. Bestial Transformation. Concentrating (Animate Water)
22 • Pelner: 64/64hp. AC 18. Launching hot air balloon.
20 • Z-Water elemental: 114/114hp. AC 14.
21 • Jack: 52/52hp. AC 14.
19 • Grog: 108/108hp. AC 16. Below deck.
18 • Ian: 83/83hp. AC 17.
15 • Phillip: 82/82hp. AC 15. Sunbathing.
11 • Kitty: 51/51hp. AC 15.
• The Kestrel:
• The Strumpet: 100ft away. Hull AC 15, 36 damage; Helm AC 16, undamaged; Sails AC 12, 36 damage; Guns AC 18, undamaged.
• Scurvy Dogs: AC 12. 197 damage.
6 • A-Water elemental: 114/114hp. AC 14.
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
How fast approx would you say the Strumpet is moving? Is is even possible for Astrias to catch it by air?
25 • Zale: 76/85hp. AC 16. On board Strumpet.
24 • Jineer: 51/51hp. AC 16. Astride Mighty Duck.
23 • Nela: 57/57hp. AC 15. Concentrating (Control Water)
23 • Astrias: 75/75hp. AC 16. Bestial Transformation. Concentrating (Animate Water). Flying.
22 • Pelner: 64/64hp. AC 18. Launching hot air balloon.
20 • Z-Water elemental: 114/114hp. AC 14.
21 • Jack: 52/52hp. AC 14.
19 • Grog: 108/108hp. AC 16. Below deck.
18 • Ian: 83/83hp. AC 17.
15 • Phillip: 82/82hp. AC 15. Sunbathing.
11 • Kitty: 51/51hp. AC 15.
• The Kestrel:
• The Strumpet: 100ft away.
Hull AC 15, 51 damage;
Helm AC 16, undamaged;
Sails AC 12, 36 damage;
Guns AC 18, undamaged.
• Scurvy Dogs: AC 12. 197 damage.
6 • A-Water elemental: 114/114hp. AC 14.