you swim up the ladder access door and find yourself in a room 20x25. On the right hand wall there is a solid stairway leading up. The center of the room is the aft mast base. You can see the mast itself is split. On the front wall is an intact door that is closed. This room is quite clean all things considered, with no debris.
Lir makes a check on the closed door, in case there are any sounds of movement within 13
Lir can hear what sounds like bubbles. Maybe coming from an air pocket or other source on the other side of the door. A few curious small fish swim near you, seemingly interested In what you are and what your about
Lir readies an action, Shape Water/Freeze, triggered by the appearance of anything living in the shut room. He intends to freeze any water above or around a creature within.
As Lir opens the door, the dark room becomes darker and current of water rushes out of the door. Neither of you can see anything , and you can hear the bubble sound get farther away
Frangipani flashed her sharky teeth, shaking her head, " The prey is moving....lets hunt."
She Guided herself and swam forward scenting the water....
Survival/Perception: 22 + 3
As you swim forward into the blackened water you catch the scent of some form of octopus. You give chase via scent rather than sight but midway through the next chamber your path becomes blocked by something boney….the inky water clears just enough for you to see the grinning skeletal teeth in front of you.
Frangipani grinned with delight and swam towards the skeletons her body lengthening and changing into a long muscular tail attached to a broad sharp toothed head. The Giant Sea Eel tried to seize one of the dead in its jaws and shake it to pieces.
This post has potentially manipulated dice roll results.
( sorry for the delay)
you two transform into minions of the sea as the skeletal crew engages. As the water clears you can see they have curved swords and their movement seems unhindered by the water
Continued from Starmetal Marauders thread
you swim up the ladder access door and find yourself in a room 20x25. On the right hand wall there is a solid stairway leading up. The center of the room is the aft mast base. You can see the mast itself is split. On the front wall is an intact door that is closed. This room is quite clean all things considered, with no debris.
Lir makes a check on the closed door, in case there are any sounds of movement within 21
Lir can hear what sounds like bubbles. Maybe coming from an air pocket or other source on the other side of the door. A few curious small fish swim near you, seemingly interested In what you are and what your about
Lir readies an action, Shape Water/Freeze, triggered by the appearance of anything living in the shut room. He intends to freeze any water above or around a creature within.
(Assuming Frangipani does not stop Lir - )
He moves to open the door.
Frangipani watches with interest and readies a mouthful of poison....
As Lir opens the door, the dark room becomes darker and current of water rushes out of the door. Neither of you can see anything , and you can hear the bubble sound get farther away
"That - may have been a mistake. Did you sense anything?"
Frangipani flashed her sharky teeth, shaking her head, " The prey is moving....lets hunt."
She Guided herself and swam forward scenting the water....
Survival/Perception: 22 + 3
As you swim forward into the blackened water you catch the scent of some form of octopus. You give chase via scent rather than sight but midway through the next chamber your path becomes blocked by something boney….the inky water clears just enough for you to see the grinning skeletal teeth in front of you.
initiative:
Frangipani 23
Lir 9
Skeletons 8
First round your attacks are at disadvantage due to the inky water, the next round will be clear
Frangipani grinned with delight and swam towards the skeletons her body lengthening and changing into a long muscular tail attached to a broad sharp toothed head. The Giant Sea Eel tried to seize one of the dead in its jaws and shake it to pieces.
Action: Wild Shape: https://www.dndbeyond.com/monsters/310356-giant-sea-eel
Lir moves to a position twenty feet from the skeletons and uses his wild shape to become a giant sea horse.
Action: Wild Shape Giant Sea Horse - Monsters - D&D Beyond (dndbeyond.com)
( nice, this is going to be a fun fight. I will get back to it after work today)
( sorry for the delay)
you two transform into minions of the sea as the skeletal crew engages. As the water clears you can see they have curved swords and their movement seems unhindered by the water
3 skeletons will swing on Frangipani
Attack: 9 Damage: 3
Attack: 19 Damage: 5
Attack: 12 Damage: 7
2 skeletons attack seahorse Lir
Attack: 8 Damage: 7
Attack: 19 Damage: 3
Eelgipani took two nasty hits from the skeletons, so in retaliation she ate one.
Attack: 10 Damage: 16
Lir turns and uses the sea horse's charge action, moving 20 ft to ram at one of the skeletons 18
If hit, takes 9
Follows through 20 ft again, to turn and prepare for another charge on his next turn.
[damage die is wrong, should be 2 d 6]
7
Use the combat tab when rolling. It simplifies things.