Having just been either spacing out, working on his guns, or otherwise keeping to himself Ace had been plugging along until the ship shuddered. Due to not being very strong despite his mechanical construction, Ace immediately ruled out directly helping move any crates. Looking around the Warforged retrieves a shield from his pack, pulling out his basic pistol and placing the muzzle against the interior of the shield and making sure just in case that it is still pointed away from any people, firing the weapon and after the loud sound rings out calling out "Make way! Get clear of the path!" As loud as he can call out.
If there is a block and tackle to hoist with, Tahia will assist with strapping loads, hooking them in, and hauling. If there are enough people hauling (or not enough blocks for a halfling to be effective) she'll stick to the first two, making sure the loads aren't too heavy, that they're properly secured before lifting so they don't fall or become unbalanced. She murmurs a little chant to herself as she goes, partially in thieves' cant, casting Guidance on herself as she sets another line.
Korvek helps move cargo topside. As he's helping, he looks about for a deckhand, asking "The guardian of Prospain...is a dragon turtle, how much gold do we have to pay to pass him then?"
Trumann: You may only have one person under the effect of Guidance at once, due to it being a concentration spell. For ease of purpose we'll say it's on you for this skill. Please make a Strength (Athletics) check.
Mord: I'll count your Iron Defender as an ally to help Mord in what he is doing. Given he's piloting the defender around with clunky barrels strapped to it, please make a Dexterity (Land Vehicles) check (with no disadvantage, due to buddy).
Tahia: Please make a Dexterity (Sleight of Hand) check to help tie up loads to be bulk brought by the burly sailors.
Korvek: The sailor, carrying a gold banded chest, looks to Korvek. "Who cares? Enough until it stops trying to sink the ship!" There is then another shudder, causing several people to fall over. (Those with 14+ DEX and/or proficiency with Acrobatics didn't fall over)
Gnoll: There are some surprised outbursts of a sudden bear coming around the corner, but seeing it not try and swipe at people and pushing a fairly heavy box up the deck is quite a spectacle. (Success!)
Tvon'ii: The spells conveying the information helps clear a corridor, making sure that the group carrying the cargo get a straight shot up to the next deck without any issue. (Success!)
"Hull's been breached!" a call comes from down below. "We need repairs down here, fast!"
After hearing the call for repairs and his built in center of balance easily compensating for the next shudder of the ship, Ace stows his weapon and shield and rushes down to where he heard the call for help, pulling out the smith's tools from his belongings he always kept on him "Show me where to go I'll help as much as I can!" Ready to aid in repairs however he might be able to.
Ace: When you raise your firearm and fire it off, it does get some people into motion, but it gets the ire of some of the crew, since it shoots into the floor above, potentially harming someone. The tell Ace to stow that weapon less the boatswain come and feed the dragon turtle a naughty sailor. (Failure, DC was 13)
Tahia manages to swiftly and dextrously attach the parcels together, making sure not to make them too bulky, but with the ropes correctly knotted to ensure they don't fall out of place during transport. (Success)
Those of you headed below to the hull breach, there is water being taken in fast, three large penetration points, each about two feet wide, are gushing into the lower deck. The crew are attempting to bring spare lumber and equipment over and fight the suddenly arriving tide within the room to get there.
(If you want to get to one of the points, it is a DC 12 Strength (Athletics) check to get there by foot. Climbing over crates etc. would be a DC 15 Dexterity (Acrobatics) check in order to walk the top route to them. Once you're there, explain how you're helping)
Mord manages to navigate his trusty robo-companion to the top of the ship alongside the others carrying cargo. (Success) He then hears the call for aid and rushes back down below deck, no longer carrying the barrels.
(Phase 1: Pass)
Top Deck
There are several people atop the ship, ready to unload the valuable goods taken up from the cargo hold to offer as tribute. They begin to get it ready by the edge of the deck, to send as much as they can in one go.
Bottom Deck
"No, we can do it from here." The sailor informs Mord. "We just need people near the holes to act."
(Yes, that is the traditional way of sealing the breach, but you forget we have MAGIC in this realm!)
The Gnoll bear shoulders his massiv body through the water towards one of the breaches, where he turns back into his goblin self. A magic glow surrounds the cut and it slowly starts to mend itself together again.
20 athletics for the bear
and i use mending to slowly close the gap where posible.
After securing the last of the civilian's to spots of safety, the word comes down about breaches in the hull. "Or we'll just sink anyway...." He grumbles to himself as he starts to make haste to the lower deck.
While moving through the galley ship he pulls a white handkerchief from inside his vest. After a little Prestidigitation to put the sigil of Propsain on the face of it he hands it to Themis. "Fly with this over the Dragon Turtle and start circling it at a safe distance but close enough to be seen. If it's been trained maybe it'll recognize the flag and that will make it give pause. If it doesn't know what it means, maybe it'll at least be confused for a minute to give us some breathing room. If it starts gearing up to attack you, evade the best you can. Good luck little friend." The construct like familiar floats off with 'flag' in tow.
Upon reaching the lower deck, Tvon'ii looks through the crates and smirks. A Misty Step later and he's at the breach. Taking his queue from Gnoll, he starts to cast Mending to seal the breach.
This post has potentially manipulated dice roll results.
Athletics Check: 16
Hoisting up a barrel, Korvek marches through the rushing water. He takes the barrel and forcefully blocks the breach, holding it there till another spellcaster can mend the hole.
(Rolling another athletics incase I need to, to hold the barrel there.)
Several members of the group stride forward, making it to the breaches. "Wait for it!" One of the sailors calls. "Aaaand, NOW!" With that some of the crew in the room begin to gesture magics with their hands, Shaping the Water between them, attempting to hold it at the point of penetration. "Quick, bung the holes now!" He says, getting the group and some others to start repairing the gaps whilst the casters concentrate hard on the immediate water at the gap.
(If you are mending the ship, make me an Intelligence (Investigation) check to basically co-ordinate the fixes with the labourers. Labourers, please make a Strength (Carpenter's Tools) check to quickly board up what you can.)
Above deck, the looming silhouette in the early evening waters reveals the glistening form of an enormous Dragon Turtle harrassing the ship. "Steady!" The boatswain calls to the others, holding a large barrel himself. "We just need the right moment to give tribute. Get ready to push in five... four..." He commands those atop the ship.
This post has potentially manipulated dice roll results.
Acrobatics: 22
The warforged attempts to leap over and parkour his way to be of some assistance. Though he was by no means a carpenter, he still had a hammer from his tools and could follow simple instructions.
(OOC: If I made it over, gonna make my way to the breaches and try to help hammer down whatever I can. Though quick clarification, did my bullet go through the shield as I had placed the muzzle to the back of my shield to attempt to prevent it from being able to harm anyone or anything besides possibly denting the shield. And would it then just be a flat STR check for me to aid the people trying to board up?)
This post has potentially manipulated dice roll results.
One of the holes is successfully sealed up, the mending spells aiding in restoring some structural integrity. However, there were some mishaps on the next hole, causing people to be flooded by the water.
Mord & Ace: make a DC 12 Strength Saving Throw, taking 11 bludgeoning damage on a failure, or half as much on a success. This represents the torrent of water bashing you severely.
(For terms of how the iron defender using the help action, it still requires you to use the bonus action, as per the requirements within the class feature. When helping, I think it'll be context sensitive, based on the scenario. For example, an Iron Defender lacks the thumbs to aid in some Sleight of hand or picking locks.)
Iron Defender
By 3rd level, the tinkering in your free time has borne you a faithful companion, an iron defender. This metallic creature resembles a hound, a cougar, a bear, or another four-legged creature of your choice. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the iron defender stat block.
In combat, the iron defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The iron defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new iron defender if you have your smith’s tools with you. If you already have an iron defender from this feature, the first one immediately perishes.
Trumann stands quickly at the abrupt interruption. Seeing that there is no immediate danger he quickly (and slightly abashed) lowers his shied.
"I can help carry. and help those carrying as well". Trumann begins to follow the boatswain.
Trumann will carry what he can, and cast Guidance on others to assist
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
I will turn into a Bear and start pushing boxes along the corridors or roll them up the stairs.
14 for Athletics
Having just been either spacing out, working on his guns, or otherwise keeping to himself Ace had been plugging along until the ship shuddered. Due to not being very strong despite his mechanical construction, Ace immediately ruled out directly helping move any crates. Looking around the Warforged retrieves a shield from his pack, pulling out his basic pistol and placing the muzzle against the interior of the shield and making sure just in case that it is still pointed away from any people, firing the weapon and after the loud sound rings out calling out "Make way! Get clear of the path!" As loud as he can call out.
If there is a block and tackle to hoist with, Tahia will assist with strapping loads, hooking them in, and hauling. If there are enough people hauling (or not enough blocks for a halfling to be effective) she'll stick to the first two, making sure the loads aren't too heavy, that they're properly secured before lifting so they don't fall or become unbalanced. She murmurs a little chant to herself as she goes, partially in thieves' cant, casting Guidance on herself as she sets another line.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Korvek helps move cargo topside. As he's helping, he looks about for a deckhand, asking "The guardian of Prospain...is a dragon turtle, how much gold do we have to pay to pass him then?"
Trumann: You may only have one person under the effect of Guidance at once, due to it being a concentration spell. For ease of purpose we'll say it's on you for this skill. Please make a Strength (Athletics) check.
Ace: Please make a Charisma (Intimidation) check.
Mord: I'll count your Iron Defender as an ally to help Mord in what he is doing. Given he's piloting the defender around with clunky barrels strapped to it, please make a Dexterity (Land Vehicles) check (with no disadvantage, due to buddy).
Tahia: Please make a Dexterity (Sleight of Hand) check to help tie up loads to be bulk brought by the burly sailors.
Korvek: The sailor, carrying a gold banded chest, looks to Korvek. "Who cares? Enough until it stops trying to sink the ship!" There is then another shudder, causing several people to fall over. (Those with 14+ DEX and/or proficiency with Acrobatics didn't fall over)
Gnoll: There are some surprised outbursts of a sudden bear coming around the corner, but seeing it not try and swipe at people and pushing a fairly heavy box up the deck is quite a spectacle. (Success!)
Tvon'ii: The spells conveying the information helps clear a corridor, making sure that the group carrying the cargo get a straight shot up to the next deck without any issue. (Success!)
"Hull's been breached!" a call comes from down below. "We need repairs down here, fast!"
Current Player In: The Guild as Elsara Deepmoon
Intimidation: 12
After hearing the call for repairs and his built in center of balance easily compensating for the next shudder of the ship, Ace stows his weapon and shield and rushes down to where he heard the call for help, pulling out the smith's tools from his belongings he always kept on him "Show me where to go I'll help as much as I can!" Ready to aid in repairs however he might be able to.
Dexterity (Sleight of Hand) Check, with Guidance: 21
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Ace: When you raise your firearm and fire it off, it does get some people into motion, but it gets the ire of some of the crew, since it shoots into the floor above, potentially harming someone. The tell Ace to stow that weapon less the boatswain come and feed the dragon turtle a naughty sailor. (Failure, DC was 13)
Tahia manages to swiftly and dextrously attach the parcels together, making sure not to make them too bulky, but with the ropes correctly knotted to ensure they don't fall out of place during transport. (Success)
Those of you headed below to the hull breach, there is water being taken in fast, three large penetration points, each about two feet wide, are gushing into the lower deck. The crew are attempting to bring spare lumber and equipment over and fight the suddenly arriving tide within the room to get there.
(If you want to get to one of the points, it is a DC 12 Strength (Athletics) check to get there by foot. Climbing over crates etc. would be a DC 15 Dexterity (Acrobatics) check in order to walk the top route to them. Once you're there, explain how you're helping)
Current Player In: The Guild as Elsara Deepmoon
Mord manages to navigate his trusty robo-companion to the top of the ship alongside the others carrying cargo. (Success) He then hears the call for aid and rushes back down below deck, no longer carrying the barrels.
(Phase 1: Pass)
Top Deck
There are several people atop the ship, ready to unload the valuable goods taken up from the cargo hold to offer as tribute. They begin to get it ready by the edge of the deck, to send as much as they can in one go.
Bottom Deck
"No, we can do it from here." The sailor informs Mord. "We just need people near the holes to act."
(Yes, that is the traditional way of sealing the breach, but you forget we have MAGIC in this realm!)
Current Player In: The Guild as Elsara Deepmoon
The Gnoll bear shoulders his massiv body through the water towards one of the breaches, where he turns back into his goblin self. A magic glow surrounds the cut and it slowly starts to mend itself together again.
20 athletics for the bear
and i use mending to slowly close the gap where posible.
After securing the last of the civilian's to spots of safety, the word comes down about breaches in the hull. "Or we'll just sink anyway...." He grumbles to himself as he starts to make haste to the lower deck.
While moving through the galley ship he pulls a white handkerchief from inside his vest. After a little Prestidigitation to put the sigil of Propsain on the face of it he hands it to Themis. "Fly with this over the Dragon Turtle and start circling it at a safe distance but close enough to be seen. If it's been trained maybe it'll recognize the flag and that will make it give pause. If it doesn't know what it means, maybe it'll at least be confused for a minute to give us some breathing room. If it starts gearing up to attack you, evade the best you can. Good luck little friend." The construct like familiar floats off with 'flag' in tow.
Upon reaching the lower deck, Tvon'ii looks through the crates and smirks. A Misty Step later and he's at the breach. Taking his queue from Gnoll, he starts to cast Mending to seal the breach.
Athletics Check: 16
Hoisting up a barrel, Korvek marches through the rushing water. He takes the barrel and forcefully blocks the breach, holding it there till another spellcaster can mend the hole.
(Rolling another athletics incase I need to, to hold the barrel there.)
Athletics Check: 16
Several members of the group stride forward, making it to the breaches. "Wait for it!" One of the sailors calls. "Aaaand, NOW!" With that some of the crew in the room begin to gesture magics with their hands, Shaping the Water between them, attempting to hold it at the point of penetration. "Quick, bung the holes now!" He says, getting the group and some others to start repairing the gaps whilst the casters concentrate hard on the immediate water at the gap.
(If you are mending the ship, make me an Intelligence (Investigation) check to basically co-ordinate the fixes with the labourers. Labourers, please make a Strength (Carpenter's Tools) check to quickly board up what you can.)
Above deck, the looming silhouette in the early evening waters reveals the glistening form of an enormous Dragon Turtle harrassing the ship. "Steady!" The boatswain calls to the others, holding a large barrel himself. "We just need the right moment to give tribute. Get ready to push in five... four..." He commands those atop the ship.
Current Player In: The Guild as Elsara Deepmoon
Investigation 20
Acrobatics: 22
The warforged attempts to leap over and parkour his way to be of some assistance. Though he was by no means a carpenter, he still had a hammer from his tools and could follow simple instructions.
(OOC: If I made it over, gonna make my way to the breaches and try to help hammer down whatever I can. Though quick clarification, did my bullet go through the shield as I had placed the muzzle to the back of my shield to attempt to prevent it from being able to harm anyone or anything besides possibly denting the shield. And would it then just be a flat STR check for me to aid the people trying to board up?)
One of the holes is successfully sealed up, the mending spells aiding in restoring some structural integrity. However, there were some mishaps on the next hole, causing people to be flooded by the water.
Mord & Ace: make a DC 12 Strength Saving Throw, taking 11 bludgeoning damage on a failure, or half as much on a success. This represents the torrent of water bashing you severely.
(For terms of how the iron defender using the help action, it still requires you to use the bonus action, as per the requirements within the class feature. When helping, I think it'll be context sensitive, based on the scenario. For example, an Iron Defender lacks the thumbs to aid in some Sleight of hand or picking locks.)
Iron Defender
By 3rd level, the tinkering in your free time has borne you a faithful companion, an iron defender. This metallic creature resembles a hound, a cougar, a bear, or another four-legged creature of your choice. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the iron defender stat block.
In combat, the iron defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The iron defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new iron defender if you have your smith’s tools with you. If you already have an iron defender from this feature, the first one immediately perishes.
Current Player In: The Guild as Elsara Deepmoon