Orgen is hauled aboard by two of you, getting up the rope ladder a bit of a job, but you manage it. As Orgin speaks though two figures on the main deck look you all over and jerk upright in alarm. "To arms men!" one of them shouts.
Though the light is dim at best, you can see details of the ship’s main deck. In the center, forward of the mast, a jolly boat is lashed to the deck with ropes.
Aft of the mast is a hatch to the belowdecks area and a rope ladder climbing to a crow’s nest above.
To fore and aft, below the upper decks, stand vague outlines of doors. You can also see ladders that lead to the upper decks, the aft one on the port side, the forward one on the starboard.
You can decide who climbed aboard with Orgin. The others are ont he ladder still at this point.
This post has potentially manipulated dice roll results.
Rober had just turned from helping the dwarf aboard the ship when the cry rang out. Wasting no time he cast his Chromatic Orb, with Lightning effect, at the tillerman/the man who shouted.
“Attack the pirates!”
Meanwhile, Cyryc drops to the deck and scampers up the leg of the nearest pirate.
Orgen loosens the ropes on his wrists and triggers his giant form. He will run towards the mast using his enhanced strength to attempt to snap the mast in half.
Initiative: 13
Athletics check with proficency and advantage : 19
Group goes first, then the bandits. I will run actions in the order they are posted below this point.
Please post actions. If you already did so, then please quote them, so they appear after this post. I will be working out a map, but we can get combat started for now without it, since it might not be until tonight that I get that finished.
Rober had just turned from helping the dwarf aboard the ship when the cry rang out. Wasting no time he cast his Chromatic Orb, with Lightning effect, at the tillerman/the man who shouted.
“Attack the pirates!”
Meanwhile, Cyryc drops to the deck and scampers up the leg of the nearest pirate.
Rober initiative 4 Cyryc initiative 17
OOC: to be clear, Rober will send the Orb at the tillerman if he can be seen/in range or the pirate who shouted if not.
Orgen loosens the ropes on his wrists and triggers his giant form. He will run towards the mast using his enhanced strength to attempt to snap the mast in half.
Initiative: 13
Athletics check with proficency and advantage : 19
Feanaro ... climbs up onto the ship, then heads towards the back, looking for the ship's wheel. He climbs up onto the back deck. You do not have an action left to toss the fire bomb this round; it took your movement and a dash action to get to the top of the back deck area.
Rober ... Sends a ball of lightning at one of the two bandits he can see. Need attack and damage rolls.
Cyryc ... moves to one of the bandits and starts to climb up him. Need an acrobatics check for Cyryc . Bandit acrobatics to keep from being climbed onto ... 18
Orgen ... grows in size and moves towards the mast. He strains against it, feeling it swaying under his hands, but it does not break.
Alex ... moves to the ladder to the aft deck as well, climbing up after Feanaro. You also do not have an action, as you had to move and dash to get to the upper deck.
Hector ... takes a dodge action this round.
bandit 1 ... Attacks Orgen. Light Crossbow. Ranged Weapon Attack: 8 to hit, range 80 ft./320 ft., one target. Hit: 8 piercing damage.
Bandit 2 ... Attacks Orgen. Light Crossbow. Ranged Weapon Attack: 4 to hit, range 80 ft./320 ft., one target. Hit: 7 piercing damage.
Doors start to fly open as others respond to the combat. Right now it is just one door to the front and one to the aft. The ship wizard comes out of the front door while the captain steps out of the aft. Neither can act this round.
Back to top of initiative, group can post actions.
I put row numbers down the side, in column A, since it appears the numbering gets messed up between my version and what you see. Please use the letters in row 1 and the numbers in column A when you move to different positions.
Those on the back deck are up above the area the others are all at, they are still down on the main deck, which is also where all of the enemy currently are located. I put a note on the two who are on the upper deck.
Rober ... Sends a ball of lightning at one of the two bandits he can see. Need attack and damage rolls.
Cyryc ... moves to one of the bandits and starts to climb up him. Need an acrobatics check for Cyryc . Bandit acrobatics to keep from being climbed onto ... 18
Crossbow bolts bounce off the armored dwarf as he strains to break the mast. A white rune glows on his chest and the giant dwarf bulks out even more. He attempts to snap the mast again.
This post has potentially manipulated dice roll results.
Looking around, Rober notices two figures, one whose bearing clothes and demeanor mark him as an officer, probably the captain, and one who can only be a wizard. That's my target. With a thought, he sends Cyryc scampering to the wizard, to do his distraction trick. Rober moves right behind the lizard, summoning Justice to his hands as he runs. "Feel the bite of Justice, wizard!"
Cyryc will attempt to give the Help action so Rober get's Advantage on his next attack on the wizard. Acrobatics 18
Great Axe attack w/Advantage 19 OR without Advantage 14, damage 7.
If it looks like he is going to be hit, Rober will use his reaction to cast Shield, unless it's a critical hit, in which case we won't bother.
Rober ... Sends a ball of lightning at one of the two bandits he can see. Need attack and damage rolls.
Cyryc ... moves to one of the bandits and starts to climb up him. Need an acrobatics check for Cyryc . Bandit acrobatics to keep from being climbed onto ... 18
Rover Attack 12, damage 5
Cyryc Acrobatics 13
OOC: Does the pirate even see the tiny lizard?
not so much a matter of seeing as feeling at the point he starts climbing. The acrobatics is a check to brush off the thing crawling on him. I am using the rules from the DMG if you want to reference them. Rules that govern trying to climb onto another creature.
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Orgen is hauled aboard by two of you, getting up the rope ladder a bit of a job, but you manage it. As Orgin speaks though two figures on the main deck look you all over and jerk upright in alarm. "To arms men!" one of them shouts.
Though the light is dim at best, you can see details of the ship’s main deck. In the center, forward of the mast, a jolly boat is lashed to the deck with ropes.
Aft of the mast is a hatch to the belowdecks area and a rope ladder climbing to a crow’s nest above.
To fore and aft, below the upper decks, stand vague outlines of doors. You can also see ladders that lead to the upper decks, the aft one on the port side, the forward one on the starboard.
You can decide who climbed aboard with Orgin. The others are ont he ladder still at this point.
Everyone roll initiative.
Bandits 4
Rober had just turned from helping the dwarf aboard the ship when the cry rang out. Wasting no time he cast his Chromatic Orb, with Lightning effect, at the tillerman/the man who shouted.
“Attack the pirates!”
Meanwhile, Cyryc drops to the deck and scampers up the leg of the nearest pirate.
Rober initiative 12
Cyryc initiative 12
Tandor the White, Human Life Cleric
Alex quickly climbs up some of the ladder to be out of reach of some swords. He then throws a physics blade at the nearest bandits.
Alex initiative 9
Attack roll 12
damage 9
Feanaro, being one of the last to leave the smaller boat is left further down the ladder waiting to ascend amid the now roiling chaos.
Feanaro Initiative: 4
Orgen loosens the ropes on his wrists and triggers his giant form. He will run towards the mast using his enhanced strength to attempt to snap the mast in half.
Initiative: 13
Athletics check with proficency and advantage : 19
Dormark Calling of Strahd (warforged cleric) 4
Hector likely would have been one of the Origen helpers. As he hears the to arms command, he readies his glance and prepares to fight.
OOC I am stuck on my phone and cannot figure out how to roll is the command DICE or ROLL?
It’s ROLL like
[ roll ] 1d20 [ / roll ] without the spaces
Tandor the White, Human Life Cleric
Initiative
19
OOC- thanks and that souls be ready his glaive not glance.
OOC: don’t use caps as no caps are needed
Group goes first, then the bandits. I will run actions in the order they are posted below this point.
Please post actions. If you already did so, then please quote them, so they appear after this post. I will be working out a map, but we can get combat started for now without it, since it might not be until tonight that I get that finished.
Feanaro would move up and off the ladder if he is able and then draw out one of his alchemist fire to throw at the ship's wheel.
Alchemist's Fire Attack: 22 Damage: 5
OOC: to be clear, Rober will send the Orb at the tillerman if he can be seen/in range or the pirate who shouted if not.
Tandor the White, Human Life Cleric
Post
Dormark Calling of Strahd (warforged cleric) 4
Here is my action
@Rober, still need the attack and damage rolls there...
Feanaro ... climbs up onto the ship, then heads towards the back, looking for the ship's wheel. He climbs up onto the back deck. You do not have an action left to toss the fire bomb this round; it took your movement and a dash action to get to the top of the back deck area.
Rober ... Sends a ball of lightning at one of the two bandits he can see. Need attack and damage rolls.
Cyryc ... moves to one of the bandits and starts to climb up him. Need an acrobatics check for Cyryc .
Bandit acrobatics to keep from being climbed onto ... 18
Orgen ... grows in size and moves towards the mast. He strains against it, feeling it swaying under his hands, but it does not break.
Alex ... moves to the ladder to the aft deck as well, climbing up after Feanaro. You also do not have an action, as you had to move and dash to get to the upper deck.
Hector ... takes a dodge action this round.
bandit 1 ... Attacks Orgen.
Light Crossbow. Ranged Weapon Attack: 8 to hit, range 80 ft./320 ft., one target. Hit: 8 piercing damage.
Bandit 2 ... Attacks Orgen.
Light Crossbow. Ranged Weapon Attack: 4 to hit, range 80 ft./320 ft., one target. Hit: 7 piercing damage.
Doors start to fly open as others respond to the combat. Right now it is just one door to the front and one to the aft. The ship wizard comes out of the front door while the captain steps out of the aft. Neither can act this round.
Back to top of initiative, group can post actions.
Map is here...
https://www.dropbox.com/s/dw1p0ryj4f45h08/Sea Ghost Enc 1.xlsx?dl=0
I put row numbers down the side, in column A, since it appears the numbering gets messed up between my version and what you see. Please use the letters in row 1 and the numbers in column A when you move to different positions.
Those on the back deck are up above the area the others are all at, they are still down on the main deck, which is also where all of the enemy currently are located. I put a note on the two who are on the upper deck.
Rover Attack 12, damage 5
Cyryc Acrobatics 13
OOC: Does the pirate even see the tiny lizard?
Tandor the White, Human Life Cleric
Crossbow bolts bounce off the armored dwarf as he strains to break the mast. A white rune glows on his chest and the giant dwarf bulks out even more. He attempts to snap the mast again.
Athletics:23
Dormark Calling of Strahd (warforged cleric) 4
Looking around, Rober notices two figures, one whose bearing clothes and demeanor mark him as an officer, probably the captain, and one who can only be a wizard. That's my target. With a thought, he sends Cyryc scampering to the wizard, to do his distraction trick. Rober moves right behind the lizard, summoning Justice to his hands as he runs. "Feel the bite of Justice, wizard!"
Cyryc will attempt to give the Help action so Rober get's Advantage on his next attack on the wizard. Acrobatics 18
Great Axe attack w/Advantage 19 OR without Advantage 14, damage 7.
If it looks like he is going to be hit, Rober will use his reaction to cast Shield, unless it's a critical hit, in which case we won't bother.
Tandor the White, Human Life Cleric
not so much a matter of seeing as feeling at the point he starts climbing. The acrobatics is a check to brush off the thing crawling on him. I am using the rules from the DMG if you want to reference them. Rules that govern trying to climb onto another creature.