Chapter 4: The Light of the Undying

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Mar 18, 2020 4:12 pm
Phillip grabs the Fite club and turns to the hulking bony creature.

"Keep firing on the ship you two, I'll see what I can do about this guy."
With a hulking rawr he attempts to knock off the creatures other arm.
[ +- ] Action
[ +- ] conditions
Last edited March 18, 2020 4:15 pm

Rolls

Attk1 fiteclub ->Titan skelly 1arm - (1d20+8, 1d8+6)

1d20+8 : (16) + 8 = 24

1d8+6 : (6) + 6 = 12

Slam2 Fiteclub ->Same - (1d20+8, 1d8+6)

1d20+8 : (13) + 8 = 21

1d8+6 : (8) + 6 = 14

Mar 18, 2020 4:27 pm
Phillip wallops the giant skelly's arm. (24+28 bludgeoning) Though broken in several places, the limb stays attached, but only just. The monster is looking a lot worse for wear.
OOC:
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
Mar 18, 2020 5:02 pm
https://cdn.discordapp.com/attachments/643331416888967199/688688065954316339/Skeleton_Ship_prow.jpg

Battle music!

To your horror, the skeleton ship launches the bone harpoons Leatha was warning about! The projectiles come whistling through the air... one punches through the Kestrel's hull, the other hits the deck and hooks against the starboard rail. Chains meant to pull the undead vessel's prey towards it go taut. That's you. You're the prey!

At the helm of the skeleton ship, Dead Jim laughs again!
OOC:
Ignore STR contest. Was supposed to be a DC 14 STR check with Disadvantage. Failed. Kestrel is harpooned.
[ +- ] Bone Harpoons (2)
[ +- ] Battle Map
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
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Rolls

2x Bone Harpoon vs. Kestrel hull (AC 15) - (1d20+6, 3d10, 1d20+6, 3d10)

1d20+6 : (13) + 6 = 19

3d10 : (288) = 18

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

3d10 : (1011) = 12

STR contest: Kestrel (disadvantage) vs. Skeleton ship - (1d20+4, 1d20+4, 1d20+5)

1d20+4 : (6) + 4 = 10

1d20+4 : (12) + 4 = 16

1d20+5 : (7) + 5 = 12

Mar 18, 2020 6:23 pm
OOC:
Concentration check.

Rolls

Concentration - (1d20)

(1) = 1

Mar 18, 2020 6:28 pm
Mine wall of light disappears as I lose my concentration. If Philip allows, I grab him and thunderstep away.
OOC:
Con save for giant.

Rolls

Damage. - (5d10)

(551057) = 32

Mar 18, 2020 6:34 pm
Alecor teleports himself and Phillip away with a sonic boom! Unbelievably, the gigantic skeleton appears to be unaffected by the bone-rattling explosion!
OOC:
Evasion. 
If the skeleton is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Magic Resistance. 
The skeleton has advantage on saving throws against spells and other magical effects.

Rolls

Giant's CON save (advantage) vs. DC 17 - (1d20+5, 1d20+5)

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

1d20+5 : (20) + 5 = 25

Mar 18, 2020 7:02 pm
OOC:
Sure, but phillip will probably run back and help (jack & Diane) sally and whoever he is
Mar 19, 2020 2:22 am
"Boom, yo! You hear that?! BOOM!!! Wassup, losers?!" Alecor's Orbiting Bro Orb zips around exultantly, but then realizes the giant skeleton's still standing. "Bummer, bro."
OOC:
[ +- ] Battle Map
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
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Mar 19, 2020 2:58 pm
It is alright, my bro! For the light always prevails!
Mar 22, 2020 2:11 pm
OOC:
*Bump*

Nela, Kitty, Zale, Jhiros.
Mar 22, 2020 10:12 pm
THE STORM CALLS YOU ALL HOME! Jhiros cries out, raising his trident into the air with a sharp stab. A swirling pillar of clouds spirals into existence over the ship and a massive crack of lightning strikes the helm of the enemy ship. His hand grips the trident firmly, pouring his divine strength into the invocation.

Casting call lightning as a 5th level spell. DC15 DEX to take 1/2 Damage for anyone within 5 feet of the helm. Using Channel Divinity to trigger Destructive Wrath, which maximizes the damage. 5d10 normally, so 50 lightning damage (25 with a save).
1st 4/4 | 2nd 3/3 | 3rd 3/3 | 4th 1/3 | 5th 0/1
54/54 HP | 14 AC | Insp. 0 | Channel Divinity 1/2 | 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
Mar 23, 2020 10:21 am
Zale grabs the neck of the skeleton that wounded him and smashes his ale flask into its skull. Then he yanks its arm bone loose and uses that to club another nearby skeleton!

Rolls

Improvised weapon attack - (1d20+8, 1d4+4)

1d20+8 : (17) + 8 = 25

1d4+4 : (3) + 4 = 7

Extra attack Improvised weapon - (1d20+8, 1d4+4)

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

1d4+4 : (3) + 4 = 7

Bonus action Grapple check (Tavern Brawler) - (1d20+4)

(8) + 4 = 12

Mar 24, 2020 1:32 am
Kitty tries to pounces on the remaining giant skeleton...
OOC:
Apologies. Should have atacked with disadvantage. Missed anyway.
Last edited March 24, 2020 1:34 am

Rolls

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

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

2d6+5 : (16) + 5 = 12

Kitty Wisdom save - (1d20+1)

(9) + 1 = 10

Mar 28, 2020 4:49 pm
Jhiros' bolt of lightning blows the skeleton ship's helm to smithereens! Dead Jim leaps aside, but still gets zapped! (25 lighting)

Zale gives the skeletons a clobbering they're not likely to forget. (14+14 bludgeoning, and Grappled)

Kitty's pounce misses. Her hackles raised the poor saber-tooth is still mad with fear from the skeleton ship's deathly wail.
OOC:
We're moving forward. Nela maintains concentration and takes the Dodge action. Stand by for ship actions and enemy actions.
[ +- ] Battle Map
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
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Rolls

Nela's concentration check - (1d20+1)

(15) + 1 = 16

Dead Jim DEX save vs. Call Lightning (DC 15) - (1d20+7)

(18) + 7 = 25

Skeleton grapple resist vs. Zale (12) - (1d20+2)

(3) + 2 = 5

Apr 2, 2020 2:35 pm
Battle music!

Leatha's voice continues to ring out across the water as she tries to rally her crew. The Sea Witch turns, moving into position to fire a broadside at the undead ship. "Steady! Take aim! On my command!" Sea Witch Turns 90° east and Moves 45 feet. WIS save vs. Frightened: SUCCESS!

"FIRE!!!" The Kestrel empties her starboard guns once more, obliterating one of the bone harpoon launchers and severely damaging the other! Valrakas expertly maneuvers the ship in an attempts to escape the Skeleton ship's clutches...and she breaks free! HUZZAH!

Kestrel cannonade vs. Harpoon launchers: 1 is destroyed, the other takes 20 damage!
DC 14 STR check to break free: SUCCESS!
OOC:
Stand by for enemy turn...
[ +- ] Battle Map
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
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Rolls

Kestrel cannonade vs. Harpoon launchers (AC 15) - (1d20+8, 4d10, 1d20+8, 4d10, 1d20+8, 4d10)

1d20+8 : (10) + 8 = 18

4d10 : (910610) = 35

1d20+8 : (11) + 8 = 19

4d10 : (1010101) = 31

1d20+8 : (13) + 8 = 21

4d10 : (2549) = 20

DC 14 STR check (disadvantage bec 2 harpoons) - (1d20+4, 1d20+4)

1d20+4 : (10) + 4 = 14

1d20+4 : (13) + 4 = 17

Sea Witch crews WIS save to end Frightened condition DC 14 - (1d20+1)

(17) + 1 = 18

Apr 3, 2020 7:05 am
https://static.tumblr.com/d5a093132c9e8ada3e32878cf4bc130a/vmzsvxt/zmWncuba2/tumblr_static_d3xoes60lr4g8gooo0o8o0g8c.gif

Battle music!

The Skeleton Ship bears down on you with terrifying speed! The gargantuan vessel rams the Kestrel with a horrendous crash, piercing her hull with its long, curved tusk! (102 damage to hull)

With a terrific clattering of bones, the skeleton crew swarms across the gap and onto the Kestrel's main deck, slashing with rusty cutlasses, axes and strange, bony weaponry! A squad of half a dozen skeletons clamber up the mast and rigging, making their way towards the tether holding Pelner's flying gun platform! A huge, multi-limbed, multi-headed monstrosity charges Phillip, ramming him with its stack of chattering skulls, almost knocking him on his ass! From the thing's eye sockets ooze a pair of screaming, horse-sized slugs that try to bite Phillip and Alecor.

• Squad 3 (diminished numbers) vs. Zale: 9 slashing.
• Squad 3 (diminished numbers) vs. Ian: 6 slashing.
• Squad 4 vs. Jhiros: 11 slashing.
• Giant skelly vs. Nela: 11 slashing. Concentration broken.
• One-armed giant skelly twice vs. Grog: 17+16 before DR.
• Skeleton Beast: Tail vs. Phillip: 20 bludgeoning. Save vs. Prone: success.
• Bone Slug 1 Bite vs. Aleco: miss.
• Bone Slug 2 Bite vs. Phillip: miss.


Towering over the rest, Dead Jim sweeps his hook in a deadly arc which Sally dodges, but Charlie does not! The undead captain laughs maniacally as he lifts the halfling off his feet!
OOC:
YOUR TURN!
[ +- ] Battle Map
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
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Rolls

Skeleton Ship rams Kestrel - (16d10)

(782588103591048267) = 102

DC 10 CON save (advantage) vs. crash damage to its own ram. - (1d20+5, 1d20+5)

1d20+5 : (17) + 5 = 22

1d20+5 : (12) + 5 = 17

Kestrel DC 15 DEX save for half damage - (1d20-1)

(7) - 1 = 6

Squad 2 (diminished numbers) vs. Zale (AC 16) - (1d20+4, 1d8+2)

1d20+4 : (19) + 4 = 23

1d8+2 : (7) + 2 = 9

Squad 3 (diminished numbers) vs. Ian (AC 17) - (1d20+4, 1d8+2)

1d20+4 : (15) + 4 = 19

1d8+2 : (4) + 2 = 6

Squad 4 vs. Jhiros (AC 14) - (1d20+4, 2d8+2)

1d20+4 : (12) + 4 = 16

2d8+2 : (18) + 2 = 11

One-armed giant skelly vs. Nela (AC 15, Dodge) - (1d20+8, 1d20+8, 3d6+5)

1d20+8 : (15) + 8 = 23

1d20+8 : (10) + 8 = 18

3d6+5 : (231) + 5 = 11

One-armed giant skelly 2x vs. Grog (AC 16) - (1d20+8, 3d6+5, 1d20+8, 3d6+5)

1d20+8 : (9) + 8 = 17

3d6+5 : (255) + 5 = 17

1d20+8 : (13) + 8 = 21

3d6+5 : (524) + 5 = 16

Skeleton Beast: Tail vs. Phillip (AC 15) - (1d20+7, 4d6+4)

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

4d6+4 : (5452) + 4 = 20

Phillip DC 14 STR save or be knocked prone - (1d20+7)

(17) + 7 = 24

Bone Slug 1 Bite vs. Alecor (AC 15) - (1d20+2, 1d8)

1d20+2 : (7) + 2 = 9

1d8 : (3) = 3

Bone Slug 2 Bite vs. Phillip (AC 15) - (1d20+2, 1d8)

1d20+2 : (9) + 2 = 11

1d8 : (3) = 3

Nela Concentration Check - (1d20+1)

(4) + 1 = 5

Apr 3, 2020 11:20 am
Swings at squad 3 with his silver cutlass.

Rolls

swing - (1d20+9, 1d6+3)

1d20+9 : (14) + 9 = 23

1d6+3 : (5) + 3 = 8

Apr 3, 2020 2:05 pm
Pelner, seeing the Kestrel take heavy damage under the waterline, swears to himself about how much work that is going to be to fix. Then focuses on the skeletons making their way up the rigging toward his balloon. Oh that won't do at all now will it! Then reaches out with his hand and makes a swift fist like he is crushing something and cast the spell shatter on the squad of skeletons. Almost at the same time another blast emits from the monkeys mouth aimed straight toward the same group of skeletons.
[ +- ] Shatter
HP:50/64 | Spell slots: 1st 4/4, 2nd 2/3, 3rd 1/2 | Conditions: None

Rolls

Skeleton Con save (DC16) - (1d20)

(11) = 11

Shatter damage (thunder) - (3d8)

(175) = 13

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

1d20+8 : (15) + 8 = 23

2d8 : (15) = 6

Apr 3, 2020 3:12 pm
As foam coalesces around the mouth, bubbling into his beard, Grog lets out a loud, terrible laughter that sounds nearly like he's gone mad!

"Groooggy groog groooooo!"
[ +- ] Translation
OOC:
Goin' reckless!

Rolls

Greatclub GWM #1 - (1d20+3, 1d20+3, 1d8+17)

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

1d20+3 : (11) + 3 = 14

1d8+17 : (4) + 17 = 21

Greatclub GWM #2 - (1d20+3, 1d20+3, 1d8+17)

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

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

1d8+17 : (3) + 17 = 20

Greatclub GWM #3 - (1d20+3, 1d20+3, 1d8+17)

1d20+3 : (13) + 3 = 16

1d20+3 : (13) + 3 = 16

1d8+17 : (6) + 17 = 23

Apr 3, 2020 4:16 pm
Ian slashes expertly at the skeleton squad. The silver blade clatters against ribcages, doing considerably less damage than one would expect. (4 slashing damage)

Pelner's spell pulverizes two of the skeletons (13 thunder damage) but also splinters one of the Kestrel's yardarms! The force turret blasts another of the undead scallywags and pushes it several rungs down the Jacob's ladder it was climbing. (6 force damage and pushed)

Grog swings at everything that moves! His first swing misses the giant skeleton, but his second swing obliterates Squad 4 (40 bludgeoning!), and his third smashes into Dead Jim himself! (23 bludgeoning) The fearsome undead captain isn't laughing anymore. He glares at Grog, and everyone on the main deck feels their life force being wrenched away.
OOC:
CON saves, everybody except Pelner. See Energy Drain below.
[ +- ] Legendary Action: Energy Drain
[ +- ] Battle Map
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
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