Episode 2
I'm limited on time now and for the night, but I'll look for a way to get on this weekend. Will update opponent Actions and lay out the scenario for y'all to consider boarding options and understand what it would probably take to be successful.
There seems to be a commotion up on the railing of the enemy vessel. A few of the raiders who looked like they were about to leap down and board The Keshet look back towards something on their own ship. Cautious and hesitant looks prevail on the faces of most raiders. Only a few throw javelins now. Some step away. None move over the rails to continue the forced board.
Noticeably, Valates' heavy commanding voice has fallen silent.
Rolls
Javelin Ranged v. Thorn - (1d20+3)
(6) + 3 = 9
damage - (1d6+1)
(3) + 1 = 4
Javelin Ranged v. Thorn - (1d20+3)
(11) + 3 = 14
damage - (1d6+1)
(1) + 1 = 2
Javelin Ranged v. Ivor - (1d20+3)
(7) + 3 = 10
damage - (1d6+1)
(1) + 1 = 2
Javelin Ranged v. Ivor - (1d20+3)
(16) + 3 = 19
damage - (1d6+1)
(1) + 1 = 2
Two big myrmidon mercenaries appear up at the rail. In their bronze helmets, the set their shields and raise their heavy war spears. One of them betrays an uncertainty of their stance as he glances back towards the deck of his own boat.
Bolstered by the two soldiers, the less-hardened skirmishers reset on the railing.
Clarifying height difference, The Keshet to the Korvaran:
I think I did a bad job on some word choice on the height difference. The 6' - 7' difference is from Keshet deck (floor) to Korvaran railing. The Korvaran deck is obviously lower. You guys cannot see the Korvaran deck. But the difference deck Keshet to deck Korvaran is not so pronounced, although that is not really what matters at this point, because the obstacle to get over is in fact the Korvaran railing.
The good news:
A 6' wall is not impassable. Think of it like an obstacle course wall. You would have to jump up, grab it and quickly climb over.
One bonus is that you could use the railing of the Keshet to push up from on the leap.
As the Keshet gets turned and shifted around, the railing of the Korvaran is slanting downward as it goes towards midship.
So the difficulty of this isn't exceptionally high on its own.
But yes, we are talking about an eventual Athletics check.
The bad news:
There is fire along the Korvaran hull, which makes part of the path that you would like to climb a wall of fire. Will it kill you? No. It's a limited fire from an oil splash. Will it sting? Yes probably. If you are exceptionally bad on the boarding attempt, you might misjudge and stumble, bringing yourself too close to the fire. There could be damage there, if you really botch the roll.
Yes there are defenders on the rail. Most have stepped away for some reason, but still four are standing ground:
2 Myrmidon and 2 JT Raiders
These guys are at half cover.
These guys have shields, so they may have options of defending against missile fire.
And to be fully clear: if someone is going up and climbing the rail, Korvaran defenders will likely have Advantage on Attacks against Keshet climbers unless there is some change of circumstance.
The window of opportunity for making the transition ship to ship may be closing. As mentioned, the Keshet is getting spun around and gradually pushed away since the boarding and grappling effort went so poorly. The Korvaran is gradually driving by. In time the ships will separate. Exact timing will not be revealed, but predict that the next 3-4 rounds will be important to complete the shift, as Difficulty of the Athletics task to make the jump and climb will get more severe over the longer timeframe as distance of separation will increase.
Commitment to realism
This is a very possible task, but a challenging one that has danger and risks that must be faced. And this may be outside of normal give and take on Initiative order, as these opponents my set Ready Actions with triggers. And in any case, there will be a realistic nature of the fact that climbers have some time investment for climbing while defenders might be able to time their attacks to exploit that. So ahead of time, understand there is no real way to mechanically game the combat sequence to complete Movement and reset somehow to completely nullify all of the advantage that higher ground defenders do have in a practical sense.
Also, you have to address the real act of climbing which means having both hands free. Accommodate for weapon stow and draw management. Or is it best to toss cumbersome weapons up and over and then go after them? I don't know, but figure out something that is real and we will incorporate it into the visuals and narrative timing of the whole thing.
Also, mentally address gear that you would realistically have with you. We don't know yet if you are leaving everything on the ship behind forever. The Keshet is not sinking in the next 30 seconds. But you may be leaving things behind for now. Or maybe you are going to grab things now and make the time investment for that. Up to you, but plan it out accordingly with an eye for realism.
So... next entry will be a summary of mechanics.
Success: DC 12 STR Athletics
Failure risks: not making it up and falling back to Keshet deck, unintentional shift into range of oil fire, falling between ships into river
Requirements: must have 2 hands free
Limitations on spacing: only 2 people may attempt boarding in Round 3
Defenders: 2 Myrmidons, 2 Raiders, armed with shields, spear, javelins, sidearm blades, 1/2 cover to range fire
Rolls
Athletics with advantage - (1d20+8, 1d20+8)
1d20+8 : (16) + 8 = 24
1d20+8 : (13) + 8 = 21
Trident throw - (1d20+11)
(15) + 11 = 26
Trident damage - (1d8+8)
(7) + 8 = 15
Trip Attack (extra damage and STR save DC16 or fall prone) - (1d8)
(3) = 3
"Ivor! The fire!" Maeriks gestures wildly in worry, looking intently at the flames that his friend may be injured by. Ivor scrambles up the boat side quickly, putting Maerik's worries at ease almost as quickly as they came up. The streaming smoke off the oil fire turns and twists. Its plumes growing thicker as the oil and wood is consumed. It transfixes him. He can feel its heat on his face. But the wood is wet, shouldnt it be smoking much more? He looks deeper into the curls and sees that he is right, the smoke is growing quickly, expanding and enveloping the area. That is right, yes. The wood is wet, of course there will be smoke.
In moments the fire has sent off great plumes, creating a blanket of steam and smoke around the area. Maeriks blinks several times, coming back from whereever he was just then with the fire. The smoke is so thick now that he can't even see the defenders on the other boat. Time to board...
Casting fog cloud.
Whatever it is, he failed save, so it will be successful. Menacing Attack maybe? Something?
Rolls
Myrmidon STR Save (vs. Ivor Battle Maneuver) - (1d20+5)
(2) + 5 = 7
Not sure if you are trying to be careful or reckless here, but either is possible I think. Heavily Obscured terrain makes those within it effectively suffering from Blinded Condition. They automatically fail any Ability Check that requires sight. On two moving boats with water, blood, and oil everywhere you need to see the handrails that you are jumping up to grab, the lower boat side railing that you are jumping up from, and the hull wall that you are climbing if you (anyone) is attempting an Athletics attempt to jump, grab, climb, and board.
Also Blinded says Disadvantage on Attacks by affected people and Advantage to Attacks against them. Have to interpret that in the case of fog. No one is going to get Advantage shooting at anyone inside of Fog, because they (the targets) are going to be obscured.
As I talk and think this through, I'm thinking your intentions are to Fog Cloud obscure the higher deck of the Korvaran, imposing Disadvantage to Attacks on those guys up there, while leaving the Keshet deck, railing, and the Korvaran side wall hull and railing clear. Is that the correct assumption?
Just send in your intentions and specifics and we'll talk it through. Will have to rule on what it changes.
Attack, Trident Throw ranged against Myrmidon: Hit. Battle Maneuver successful.
Myrmidon Attack: War Spear
Bonus Attack: Shield Push
Result: Critical Hit on Spear Attack. Total 15 damage.
Required Action: Ivor must succeed on comparison of 16 on STR Athletics or be Shoved off of railing.
Rolls
Myrmidon War Spear Attack v. Ivor - (1d20+5)
(20) + 5 = 25
Myrmidon War Spear Attack v. Ivor Advantag - (1d20+5)
(1) + 5 = 6
damage - (1d8+3)
(8) + 3 = 11
Myrmidon Shove against Ivor - (1d20+5)
(11) + 5 = 16
Raider Javelin Throw v. Ivor - (1d20+3)
(5) + 3 = 8
Raider Javelin Throw v. Ivor Advantage - (1d20+3)
(3) + 3 = 6
damage - (1d6+1)
(2) + 1 = 3
Additional Damage, spear Attack from Critical Hit - (1d8+3)
(6) + 3 = 9
Ivor, Maeriks, Kray, Thorn suffer Blinded condition.
For Bryn, the stern of the Keshet and the front 1/3 of the Korvaran is Heavily Obscured.
Whatever it is, he failed save, so it will be successful. Menacing Attack maybe? Something?
Was imagining sheer brute force of the throw entering his skull would knock him over.
Resist Shove attempt.
Rolls
STR (Athletics) to climb, disadvantage from fog - (1d20+8, 1d20+8)
1d20+8 : (20) + 8 = 28
1d20+8 : (7) + 8 = 15
Fuck! Spending 1 of those shiny Carouse Recharges. Whew!
Rolls
Resist Shove, with advantage - (1d20+8, 1d20+8)
1d20+8 : (4) + 8 = 12
1d20+8 : (4) + 8 = 12
Spending 1 Carouse Recharge - (1d20+8)
(11) + 8 = 19
"A blinded creature can’t see and automatically fails any ability check that requires sight."
I posted this above:
"On two moving boats with water, blood, and oil everywhere you need to see the handrails that you are jumping up to grab, the lower boat side railing that you are jumping up from, and the hull wall that you are climbing if you (anyone) is attempting an Athletics attempt to jump, grab, climb, and board."
Also posted this:
"Ivor, Maeriks, Kray, Thorn suffer Blinded condition."
I just can't be convinced that this leap from one moving boat to another can be accomplished by a blind man.
However, for the sake of flow and cool scene, I'll say that since all of this is happening within the same few seconds (R3), Thorn does the Athletics of the climb/jump just as the fog is setting in. Maybe his vision is hindered, but not completely blocked. So he takes the Disadvantage, but it isn't auto-fail as described above.
As Thorn grips the rails a raider steps in to intercept him. The Heshbaan sets his shield against Thorn's chest and shoulders and tries to shove him loose.
Required Action: Thorn STR Athletics to oppose Shove Attempt. Must match or beat 20. Note: no Disadvantage or auto-fail to this check. Sight is not required in this strength and leverage contest.
Rolls
Raider Shove Attempt v. Thorn - (1d20+2)
(18) + 2 = 20