Chapter 4: The Light of the Undying

load previous
Mar 10, 2020 7:07 pm
Grog emits a mighty wolf-like howl as he rushes over to assist with firing cannons.
"Grog grog grog grooooooog!"
[ +- ] Translation

Rolls

Initiative! - (1d20+2)

(15) + 2 = 17

Mar 10, 2020 8:01 pm
Battle Music!

Grog and Phillip shove a couple of gunners aside as the Kestrel turns to point her starboard cannons at the skeleton ship. Ian gives the order to take aim and fire... and the Kestrel's guns blaze! Two cannonballs and Phillips' cutlery all hit, but only Grog's cannonball makes a dent in the bone hull!(Bone hull's damage threshold is 20. Skeleton ship takes 20 bludgeoning damage)
OOC:
[ +- ] Battle map
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
Jabes.plays.RPG sent a note to Jabes.plays.RPG

Rolls

Advantage roll for Phillip's cannon (S1) - (1d20+6)

(4) + 6 = 10

Grog's cannon (S2) - (1d20+6, 1d20+6, 4d10)

1d20+6 : (10) + 6 = 16

1d20+6 : (10) + 6 = 16

4d10 : (15410) = 20

Starboard cannon 3 (S3) - (1d20+6, 1d20+6, 4d10)

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

1d20+6 : (14) + 6 = 20

4d10 : (2141) = 8

Mar 10, 2020 8:12 pm
OOC:
Battle map has been updated. Zale & Kitty are up.
Mar 11, 2020 6:17 am
Zale scratches Kitty's neck reassuringly. He takes a swig from his hip flask, and sets a bowl of booze for the big cat, too. Both prepare themselves mentally for the eventuality of fighting these skeletal raiders face to face.
OOC:
How fast is the skeleton ship coming? Ready actions to trigger if we are boarded.

Rolls

Unarmed Strike  - (1d20+8, 1d6+4)

1d20+8 : (3) + 8 = 11

1d6+4 : (3) + 4 = 7

Kitty pounce - (1d20+6, 2d6+5)

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

2d6+5 : (46) + 5 = 15

Mar 11, 2020 3:33 pm
https://thumbs.gfycat.com/SentimentalHeartyBellsnake-small.gif
Battle Music!

Driven by unholy winds, the skeletal ship moves unnaturally fast! (100ft due West. Current range=165ft)

You brace for battle as the death vessel bears down on you. From its gruesome figurehead, the skeletal remains of some horned leviathan, a deathly wail issues forth, chilling you to the bone! (Everyone succeed at a DC 14 Wisdom saving throw or takes 4d6 psychic damage and be Frightened for 1 minute. The frightened creature can roll another save at the end of their turn.)

"Holee shit," exclaims Sally Forth, seemingly unfazed by the approaching horror. "Looks like we've got our job cut out for us, eh?"
OOC:
Pelner and Jhiros are up.

Pelner, if you're not happy with where I positioned your balloon, tell me where you want it (anywhere within 30ft of the Kestrel).
[ +- ] Battle map
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
Jabes.plays.RPG sent a note to Jabes.plays.RPG

Rolls

Psychic damage - (4d6)

(5351) = 14

Mar 11, 2020 3:42 pm
"Yo, that's whack, bro! Ship didn' even come close for some eldritch ass-whopin'!" Brojangles whines, as the undead vessel does indeed not quite come within range of Alecor's spell.
Mar 11, 2020 3:55 pm
"Steady, girl," Charlie says to Sally, though she's tough as nails, and hardly needs encouragement. "We've been up against much worse! And this seems an able crew."
Mar 11, 2020 4:14 pm
OOC:
Is it a spell that's being cast?
Mar 11, 2020 4:48 pm
Jhiros stands stalwart on the deck, squinting his eyes against the spray of the sea. His trident whips off his back and stabs the sky as he shouts a gurgling invocation into the winds. A swirl of clouds and ice appears over the enemy vessel as large balls of hail begin to rain down on the undead crew.

Casting ice storm as a 4th level spell. DC15 DEX to take 1/2 Damage. Their ship's deck becomes difficult terrain for the turn.
1st 4/4 | 2nd 3/3 | 3rd 3/3 | 4th 2/3 | 5th 1/1
54/54 HP | 14 AC | Insp. 0 | Channel Divinity 2/2 | Wrath of the Storm 3/3 | Fog Cloud 1/1 | Gust of Wind 1/1 | Wall of Water | 1/1
Currently Prepared ([*] indicates a ritual spell):
1 - Healing Word, Cure Wounds, Fog Cloud, Thunderwave
2 - Augury, Enhance Ability, Gust of Wind, Shatter
3 - Call Lightning, Create Food/Water, Sleet Storm,, Spirit Guardians, Water Walk
4 - Control Water, Death Ward, Freedom of Movement, Ice Storm
5 - Destructive Wave, Flame Strike, Greater Restoration, Insect Plague, Raise Dead
Last edited March 17, 2020 1:07 pm

Rolls

Wisdom - (1d20+7)

(14) + 7 = 21

Ice Storm Damage (2d8 bludgeon, 4d6 cold) - (2d8, 4d6)

2d8 : (32) = 5

4d6 : (3662) = 17

Skeleton crew DEX savevs. DC 15 - (1d20+2)

(6) + 2 = 8

Mar 11, 2020 4:56 pm
Beware the fear of the undead!

Rolls

Wis Save - (1d20+4)

(9) + 4 = 13

Mar 11, 2020 8:37 pm
As Jhiros' hailstorm pummels the bone ship's deck, pulverizing a good portion of the undead crew, you realize these skeletal scallywags are particularly vulnerable to this sort of blunt pounding! (10 bludgeoning, 17 cold)

More skeletons come clattering up from the lower decks to replace their fellows. Two squads prepare the ship's two mangonels for firing -- half of them in position to operate the weapon's arm, and the other half climbing into the bucket to become undead ammunition!

https://thumbs.gfycat.com/ElegantInformalElver-small.gif
OOC:
Still to act: Pelner.

Pelner, if you're not happy with where I positioned your balloon, tell me where you want it (anywhere within 30ft of the Kestrel).
[ +- ] Battle map
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
Jabes.plays.RPG sent a note to Jabes.plays.RPG
Mar 12, 2020 4:32 pm
OOC:
Can we tether the balloon to the aft of the ship and be located in L10? That would make more sense for the location of the balloon since I built the landing pad off of the stern of the boat.
Pelner, seeing the bone ship coming into range and loading the mangonels starts chanting "hear no evil, Hear No Evil, HEAR NO EVIL!" and pulls the monkey covering its ears out of his shield and places it on the turret stand closest to the bone ship. After its placed a white hot blast emits from the monkeys mouth aimed directly for one of the mangonels.
[ +- ] Force Ballista (Hear no Evil)
HP:50/64 | Spell slots: 1st 4/4, 2nd 3/3, 3rd 2/2 | Conditions: Frightened
Last edited March 12, 2020 5:44 pm

Rolls

Force Ballista Attack - (1d20+8, 2d8)

1d20+8 : (8) + 8 = 16

2d8 : (27) = 9

Wail Save - (1d20-1)

(8) - 1 = 7

Disadvantage from wail - (1d20+8)

(20) + 8 = 28

Mar 12, 2020 6:39 pm
OOC:
Rolling DC 14 WIS saves vs. Death Wail for everyone who hasn't rolled yet. Those who fail take 14 psychic and are Frightened for 1 minute. Can roll another WIS save at the end of their turn.

Alecor, your character sheet says you have +5 on WIS saves, so your roll actually passes!

• Alecor: Saved.
• Nela: Saved.
• Grog: Saved.
• Ian: Frightened.
• Phillip: Frightened.
• Zale: Saved.
• Kitty: Frightened.
• Pelner: Frightened.
• Jhiros: Saved.

Rolls

Nela WIS save - (1d20+9)

(16) + 9 = 25

Grog WIS save - (1d20+2)

(13) + 2 = 15

Ian WIS save - (1d20)

(13) = 13

Phillip WIS save - (1d20)

(6) = 6

Kitty WIS save - (1d20+1)

(12) + 1 = 13

Zale WIS save - (1d20+3)

(20) + 3 = 23

Mar 12, 2020 6:51 pm
Although shaken by the horrifying wail, Pelner blasts one of the mangonels. It's not enough to damage the weapon, but it does enough of the skeletal mangonel crew to disrupt the firing sequence.

The other mangonel fires, sending a bundle of bone flying across the water. The bundle crashes onto the Kestrel's deck, scattering bones, which then reassemble into cutlass-wielding skeletons. These pirates are bad to the bone, and they tear into the panicked deck hands!

https://media.giphy.com/media/dcYU2sbO88qAw/giphy.gif
OOC:
We will now shift to block initiative: good guys go first (in any order), then all the ships, then bad guys.
[ +- ] Battle map
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
Jabes.plays.RPG sent a note to Jabes.plays.RPG
Mar 12, 2020 6:59 pm
Having fully anticipated a boarding, Alecor, Zale, and Kitty explode into action.

Alecor's spell blasts the skeletal squad. Zale's haymaker catches nothing but air. Though Kitty is frightened by the death wail, her pounce is on target. Unfortunately her claws don't seem to be very effective against the skeletons.
OOC:
Readied actions triggered:
Alecor's eldritch blasts are on target. 26 force damage.
Zale's punch misses.
Kitty's pounce now at disadvantage. Still hits. 7 piercing damage.
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)

Rolls

Disadvantage: Kitty pounce - (1d20+6)

(15) + 6 = 21

Skeleton DC 14 STR save vs. Prone - (1d20+1)

(19) + 1 = 20

Mar 13, 2020 8:39 pm
OOC:
ok frightned, I can't willing go closer, on vessel thats ok.
Skills/ability: Does loading and helping the cannon require anything?

I read that post but forsome reason didn't know it was against me :( oops :(
I don't like the way this thing is looking at us! Whats with you guys and these odd trips?

Rolls

fright save after loading the gat - (1d20)

(16) = 16

Mar 13, 2020 8:46 pm
Ian tries to steady himself.

Rolls

will - (1d20)

(20) = 20

Mar 14, 2020 12:02 am
did that ship move out of my area of effect? or can I flood it again?
Mar 14, 2020 12:15 am
Don’t worry, the light will protect us! I touch the orb and absorb light from it, throwing it in the enemies.
OOC:
Casting wall of light, trying to hit as many as possible without hitting my own. Con save 17.

Rolls

Wall of light - (4d8)

(5718) = 21

load next

You do not have permission to post in this thread.