With the door now partially but permanently open, Graxx sees the recently slain sailors in the back room. He goes into his own Rage, approaches the enemy {FK-68}, and stabs it with his gnarly pike. The barbarian had intended to remove the weapon from the creature's gut and stab it a second time, but the weapon seems stuck in there for a moment (just for flavor).
A blast of radiant light bursts from the weapon. (Hydroloth takes 32 magical piercing and radiant damage.)
Feeling embarrassed, Bigar lets the sailor take care of tying up Peabody and follows the rest of the group downstairs. Seeing only Hermenor in the lower deck, the greenling asks: "Are they all on the next level down?" Hermenor gives him a "Humph" and, as if Bigar was one of his sailors, orders: "Stay here and guard the top of the stairs." Not one to refuse a request, Bigar assumes a safer position {FA-63} and keeps an eye on the steps.
Neya is the next one to enter the room and engage in close-quarters-combat with the fiend inside {FK-67}. Each of her fist strikes are meant to knock the senses out of the Hydroloth:
The first attack strikes the creature's face, but it resists the attempt to stun (19). (Hydroloth takes 11 magical bludgeoning damage.)
The second strike hits the side of the creature's face, failing to stun it once again (25). (Hydroloth takes 8 magical bludgeoning damage.)
The final strike is a kick to the neck. Neya also attempts to stun the creature with this attack, but ends up breaking its neck. (Hydroloth takes 10 magical bludgeoning damage and is DEFEATED.)
As the creature falls, CRAP can see that it had time to ruin the anchor mechanism. The anchor won't be moving back up without some serious repairs.
(@Drache: So, that's two Ki Points used this turn.)
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
For Doozey at least, the fall of the fiend had not quite killed the fight in him. The sheer stubborness of the badger within demanded a couple more stabs at the corpse for good measure, and so he would do just that before spitting out some goblin curse word. That is, assuming it had begun dissolving on the spot like the islanders 'pets' all those many tendays ago. Looking to the others after which either way, Doozey gestures to the bodies and says plainly, "Fine mess of things its made, the bloody toad faced bastard... I'm gonna go upstairs and grab Peabody. Maybe even send out Gravy to scout things out -- I don't know."On that gruff final note, Doozey makes his way with a spectral Biscuit mending his wounds on the way up, or tries to with the intent of gathering up Peabody and Berry. Both of which he'd find himself apologizing to offhanded.
But he intended to rejoin the others below before long.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
On hearing that the beast has fallen and that there are casualties, Utar hurries towards the rest of CRAP and begins checking over any injured parties, trying to assess injury or otherwise triage them. Mumbling hurried prayers and soothing turns of phrase to the afflicted.
"Torm willing, that was the only guard dog that the crones had set up and we have a clear shot at the coast. What's this new issue?"
(OOC - Something weird is happening with DnDBeyond. I can't access character sheets so I've made a real guess at what Utar's modifier is for the check...but it could be miles out. If I get back in, I'll post an updated/correct roll in another post to avoid potential manipulation issues.)
Doozey and Graxx interact with the Hydroloth's body a bit, making sure the creature is truly dead (the body does not dissolve). Utar reaches his companions but shows more interest in making sure all are well rather than the fallen enemy. Despite the three total casualties this fight delivered, none of the surviving crew or passengers in the Salty Snapper were actually damaged by the enemy. Doozey sports a small nick on his arm but that one was self-inflicted.
Neya responds to comments coming from the level above, which lure Hermenor and Bigar into the hold of the ship. The greenling joins the discussion just in time to hear Doozey's curse in the Goblin language. He responds in the same harsh tones, though his face shows quite a pleasant expression:
"So we do share a language after all."
Hermenor starts yelling again: "Martha, Elise... two more of my crew lost their lives to this assault. What terribly dangerous mission you have brought us in. We are merchants!" his tone is unpleasant and accusatory.
Graxx analyses the mechanism that serves to pull the anchor back up. The chain seems intact, but the wooden and other metal parts of the apparatus have been heavily damaged. Levers and crancks are beyond repairs save for the work of a well supplied shipwright or magical means. Hermenor notices this too: "And the ship's been damaged too! How are we going to move if we can't retract the anchor! What a nightmare you brought me in! What a nightmare!"
Dornal adds a cheeky note (1): "... and it ripped the door apart too! Nasty creature." Hermenor gives him the death stare.
Seeing that there isn't much to be done for the Salty Snapper's crew members, Utar offers a short prayer on their behalf before looking to get stuck into whatever new issue has arisen.
Taking a grip on the anchor chain, he sets to aiding Graxx attempt to raise the thing himself. Whatever the result, now grunting and panting from the effort, Utar sets himself to the mechanism that would otherwise control the ship's anchor. Settling down amid the parts and debris of the room, Utar starts sifting to find what could be put right with a little mending and what likely needs repair.
"Give me someone who knows what they're doing with this and we can likely have it working again soon."
As if to illustrate his point, and maybe calm Hermenor from a full blown case of the screaming ab-dabs, he selects something to demonstrate his abilities.
(OOC - Hopefully this is enough to offer Graxx some help?)
Though given at least momentary pause by Bigar's comment, Doozey merely smirks and nods prior to carrying on upstairs. One question in his heart now quite possibly answered, but more yet remaining regarding the strange greenling. The others he'd trust to put Bigar to work if any magical assistance might be possible either which way. In the meantime and with Berry in tow, Doozey would snake his way up to the deck to real Peabody in, much to the Primal spirit's ongoing chagrin.
"Oh don't give me that look. It could've been worse, ya know. I don't know how fine a control Mr. Utar had over the waters, but I'm sure he could've made it far more unpleasant." He'd say to spirit, though hardly mollify it by much. With a final sigh, Doozey would see to it the trio would keep on patrol/watch for any signs of more waterborn or invisible trouble makers.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Hermenor resonds to Utar: "Someone who knows what they are doing? And why do you think I sent these two to look for damage and take care of the anchor? They were the closest thing we had to onboard shipwrights." The captain paces for a bit: "Can we at least remove the bodies from the room, wrap them in something, before we start tinkering with the mechanism?" Assuming the group does not deny the captain his request, the bodies are wrapped in some of the fabric Hermenor was hoping to trade at other ports and moved to the larger storage area.
Hermenor reluctantly pairs up with Utar. The captain tries to remember the set up of the machine in front of them from memory, while Utar is on mending duty. Once they feel they have something useful in place, Graxx steps up to pull the anchor up by hand (the crank can't be fully fixed with the cantrip.) Both Thokk (20) and Dornal (19) move closer to assistGraxx in the endeavor and, among the three of them, they manage to pull the anchor and wrap the chain in and around the partially fixed structure Utar mended. Even so, the work is arduous.
Although successful, progress is slow. Once it is done, Hermenor begins to give orders for the Snapper to move onward:"The sooner I deliver you to this island, the closest we are to completing our deal."
Up above, Doozey is sure to collect Peabody with the help of Berry and a couple of sailors. Spiritual Biscuit is long gone, but it helped the stoutling heal his cut from the fight before disappearing. (Doozey recovers 2 HP.)
The ship is on its way to the unnamed islet again. It won't be more than 10 or 15 minutes before you are close enough to jump off the ship. The Snapper has a couple of rowboats, but Hermenor insists those were not part of the deal. Also, since they can't lower the anchor, the ship will have to keep circling the island while you are on land. Hermenor clarifies: "Don't take too long now... If I judge enough time has passed such that it is unlikely you are coming back, then I'm sailing back to Phlan."
Doozey frowned just a touch Hermenor, but held his tongue, seeming not having the heart to argue after a second moment's thought. "You good to swim as well, Bigar? Or might you have the magic to walk on water or something? If not, you can always hold onto Peabody, and he'll get you to that island lickity split."He says as an aside to the young wizard, who had presumably come up top along with everyone else.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Neya takes out her potion of heroism and potion of flying and briefly inspects them before saying, "I also have these for those who aren't too confident in their abilities in swimming. They could give an edge in battle at the same time."
Hermenor favors Utar's statement over his question when answering: "You be sure to do so, then."
@Utar:
You get a sense that Hermenor is not beyond foregoing the second half of the promised payment if it means he can return to Phlan sooner rather than later.
Bigar looks at Neya's offerings before answering Doozey: "If the fight ahead is to be as tough as you promised, perhaps we can postpone drinking those potions until then. I'll hang tight to Mr. Peabody, Mr. Doozey."
Just as Graxx warned, the next ten minutes go by fairly quickly. With everyone back at the main deck, Hermenor exclaims: "This is as close as she'll get to the isle. Don't get too wet, now..." It is not a long swim over to the islet, but the Moonsea can be treacherous at times.
(OOC: I'll need everyone to roll athletics checks. Those with a swimming speed do not need to do so. Bigar is also spared since Peabody is taking him. You are welcome to find other alternatives to swimming, if you'd like.)
(@Ori: Is Berry still out there? If so, we'll need a roll for him too.)
This post has potentially manipulated dice roll results.
Given that he reckons that their next view of The Salty Snapper will be of it sailing back to Phlan, Utar lets his inner mother hen come out and gently reminds CRAP and their new companions not to leave anything on board the ship. At all.
Waiting to follow their new companions into the water, he idly checks that Lightbringer is tied to his person as is his shield and that his pack is tightly shut. Tapping Rag on the shoulder before he jumps, Utar casts guidance, adding 1 to the halfling's check.
When his turn finally comes around, Utar steps out into the air and falls like a some into the water. Treading water for a moment, he waits for all of the group to take the plunge before swimming for shore.
With the door now partially but permanently open, Graxx sees the recently slain sailors in the back room. He goes into his own Rage, approaches the enemy {FK-68}, and stabs it with his gnarly pike. The barbarian had intended to remove the weapon from the creature's gut and stab it a second time, but the weapon seems stuck in there for a moment (just for flavor).
A blast of radiant light bursts from the weapon. (Hydroloth takes 32 magical piercing and radiant damage.)
Feeling embarrassed, Bigar lets the sailor take care of tying up Peabody and follows the rest of the group downstairs. Seeing only Hermenor in the lower deck, the greenling asks: "Are they all on the next level down?" Hermenor gives him a "Humph" and, as if Bigar was one of his sailors, orders: "Stay here and guard the top of the stairs." Not one to refuse a request, Bigar assumes a safer position {FA-63} and keeps an eye on the steps.
Neya is the next one to enter the room and engage in close-quarters-combat with the fiend inside {FK-67}. Each of her fist strikes are meant to knock the senses out of the Hydroloth:
As the creature falls, CRAP can see that it had time to ruin the anchor mechanism. The anchor won't be moving back up without some serious repairs.
(@Drache: So, that's two Ki Points used this turn.)
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
"Yes, we are on the bottom level!" Neya calls back up. "The monster has fallen, but we have some casualties and a new issue!"
Extended Signature
Graxx places his foot on the Hydroloth and withdraws his spear.
Graxx will walk over to the anchor mechanism.
"What is needed to fix this?" asks Graxx.
Graxx will examine the mechanism and see if he can tell what the hydroloth did to damage it.
Investigation: 17
For Doozey at least, the fall of the fiend had not quite killed the fight in him. The sheer stubborness of the badger within demanded a couple more stabs at the corpse for good measure, and so he would do just that before spitting out some goblin curse word. That is, assuming it had begun dissolving on the spot like the islanders 'pets' all those many tendays ago. Looking to the others after which either way, Doozey gestures to the bodies and says plainly, "Fine mess of things its made, the bloody toad faced bastard... I'm gonna go upstairs and grab Peabody. Maybe even send out Gravy to scout things out -- I don't know." On that gruff final note, Doozey makes his way with a spectral Biscuit mending his wounds on the way up, or tries to with the intent of gathering up Peabody and Berry. Both of which he'd find himself apologizing to offhanded.
But he intended to rejoin the others below before long.
When you realize you're doing too much: Signature.
On hearing that the beast has fallen and that there are casualties, Utar hurries towards the rest of CRAP and begins checking over any injured parties, trying to assess injury or otherwise triage them. Mumbling hurried prayers and soothing turns of phrase to the afflicted.
Medicine - 14
"Torm willing, that was the only guard dog that the crones had set up and we have a clear shot at the coast. What's this new issue?"
(OOC - Something weird is happening with DnDBeyond. I can't access character sheets so I've made a real guess at what Utar's modifier is for the check...but it could be miles out. If I get back in, I'll post an updated/correct roll in another post to avoid potential manipulation issues.)
(OOC - DnDBeyond is back! And, I guessed Utar's modifier correct first time! Wooo!)
Doozey and Graxx interact with the Hydroloth's body a bit, making sure the creature is truly dead (the body does not dissolve). Utar reaches his companions but shows more interest in making sure all are well rather than the fallen enemy. Despite the three total casualties this fight delivered, none of the surviving crew or passengers in the Salty Snapper were actually damaged by the enemy. Doozey sports a small nick on his arm but that one was self-inflicted.
Neya responds to comments coming from the level above, which lure Hermenor and Bigar into the hold of the ship. The greenling joins the discussion just in time to hear Doozey's curse in the Goblin language. He responds in the same harsh tones, though his face shows quite a pleasant expression:
"So we do share a language after all."
Hermenor starts yelling again: "Martha, Elise... two more of my crew lost their lives to this assault. What terribly dangerous mission you have brought us in. We are merchants!" his tone is unpleasant and accusatory.
Graxx analyses the mechanism that serves to pull the anchor back up. The chain seems intact, but the wooden and other metal parts of the apparatus have been heavily damaged. Levers and crancks are beyond repairs save for the work of a well supplied shipwright or magical means. Hermenor notices this too: "And the ship's been damaged too! How are we going to move if we can't retract the anchor! What a nightmare you brought me in! What a nightmare!"
Dornal adds a cheeky note (1): "... and it ripped the door apart too! Nasty creature." Hermenor gives him the death stare.
Doozey has gone upstairs by this point.
Graxx doesn't try to calm Hermenor.
"I did say the way could be dangerous. We had no way of knowing this would happen."
Graxx turns his attention back to the anchor.
"Now we need to focus on the problem facing us now. How heavy is this thing?" asks Graxx.
Graxx will try to grab the chain and pull the anchor to see if it will budge.
Athletics?: 13
Seeing that there isn't much to be done for the Salty Snapper's crew members, Utar offers a short prayer on their behalf before looking to get stuck into whatever new issue has arisen.
Taking a grip on the anchor chain, he sets to aiding Graxx attempt to raise the thing himself. Whatever the result, now grunting and panting from the effort, Utar sets himself to the mechanism that would otherwise control the ship's anchor. Settling down amid the parts and debris of the room, Utar starts sifting to find what could be put right with a little mending and what likely needs repair.
"Give me someone who knows what they're doing with this and we can likely have it working again soon."
As if to illustrate his point, and maybe calm Hermenor from a full blown case of the screaming ab-dabs, he selects something to demonstrate his abilities.
(OOC - Hopefully this is enough to offer Graxx some help?)
Though given at least momentary pause by Bigar's comment, Doozey merely smirks and nods prior to carrying on upstairs. One question in his heart now quite possibly answered, but more yet remaining regarding the strange greenling. The others he'd trust to put Bigar to work if any magical assistance might be possible either which way. In the meantime and with Berry in tow, Doozey would snake his way up to the deck to real Peabody in, much to the Primal spirit's ongoing chagrin.
"Oh don't give me that look. It could've been worse, ya know. I don't know how fine a control Mr. Utar had over the waters, but I'm sure he could've made it far more unpleasant." He'd say to spirit, though hardly mollify it by much. With a final sigh, Doozey would see to it the trio would keep on patrol/watch for any signs of more waterborn or invisible trouble makers.
When you realize you're doing too much: Signature.
Hermenor resonds to Utar: "Someone who knows what they are doing? And why do you think I sent these two to look for damage and take care of the anchor? They were the closest thing we had to onboard shipwrights." The captain paces for a bit: "Can we at least remove the bodies from the room, wrap them in something, before we start tinkering with the mechanism?" Assuming the group does not deny the captain his request, the bodies are wrapped in some of the fabric Hermenor was hoping to trade at other ports and moved to the larger storage area.
Hermenor reluctantly pairs up with Utar. The captain tries to remember the set up of the machine in front of them from memory, while Utar is on mending duty. Once they feel they have something useful in place, Graxx steps up to pull the anchor up by hand (the crank can't be fully fixed with the cantrip.) Both Thokk (20) and Dornal (19) move closer to assist Graxx in the endeavor and, among the three of them, they manage to pull the anchor and wrap the chain in and around the partially fixed structure Utar mended. Even so, the work is arduous.
Although successful, progress is slow. Once it is done, Hermenor begins to give orders for the Snapper to move onward: "The sooner I deliver you to this island, the closest we are to completing our deal."
Up above, Doozey is sure to collect Peabody with the help of Berry and a couple of sailors. Spiritual Biscuit is long gone, but it helped the stoutling heal his cut from the fight before disappearing. (Doozey recovers 2 HP.)
The ship is on its way to the unnamed islet again. It won't be more than 10 or 15 minutes before you are close enough to jump off the ship. The Snapper has a couple of rowboats, but Hermenor insists those were not part of the deal. Also, since they can't lower the anchor, the ship will have to keep circling the island while you are on land. Hermenor clarifies: "Don't take too long now... If I judge enough time has passed such that it is unlikely you are coming back, then I'm sailing back to Phlan."
"And how long before we are given up for dead? I can confirm our continued existenced every day while I still draw breath."
Regretting asking the question almost as soon it leaves his mouth, Utar studies Hermenor's response. Can the half elf be trusted?
Insight - 20
"Swimming huh... Glad I didn't bring my horse." says Graxx
Graxx will begin to stretch to get ready for the battle ahead.
"Get ready everyone. 10 minutes will pass by quickly." says Graxx.
Doozey frowned just a touch Hermenor, but held his tongue, seeming not having the heart to argue after a second moment's thought. "You good to swim as well, Bigar? Or might you have the magic to walk on water or something? If not, you can always hold onto Peabody, and he'll get you to that island lickity split." He says as an aside to the young wizard, who had presumably come up top along with everyone else.
When you realize you're doing too much: Signature.
Neya takes out her potion of heroism and potion of flying and briefly inspects them before saying, "I also have these for those who aren't too confident in their abilities in swimming. They could give an edge in battle at the same time."
Extended Signature
Hermenor favors Utar's statement over his question when answering: "You be sure to do so, then."
@Utar:
You get a sense that Hermenor is not beyond foregoing the second half of the promised payment if it means he can return to Phlan sooner rather than later.
Bigar looks at Neya's offerings before answering Doozey: "If the fight ahead is to be as tough as you promised, perhaps we can postpone drinking those potions until then. I'll hang tight to Mr. Peabody, Mr. Doozey."
Just as Graxx warned, the next ten minutes go by fairly quickly. With everyone back at the main deck, Hermenor exclaims: "This is as close as she'll get to the isle. Don't get too wet, now..." It is not a long swim over to the islet, but the Moonsea can be treacherous at times.
(OOC: I'll need everyone to roll athletics checks. Those with a swimming speed do not need to do so. Bigar is also spared since Peabody is taking him. You are welcome to find other alternatives to swimming, if you'd like.)
(@Ori: Is Berry still out there? If so, we'll need a roll for him too.)
Athletics checks for NPCs:
-> Thokk: 21 (28, Nat20)
-> Rag: 14 (6, Nat1)
-> Dornal: 25 (16)
(OOC: If you come up with an alternative that does not require the NPCs to swim, I may then ignore these preemptive rolls.)
Given that he reckons that their next view of The Salty Snapper will be of it sailing back to Phlan, Utar lets his inner mother hen come out and gently reminds CRAP and their new companions not to leave anything on board the ship. At all.
Waiting to follow their new companions into the water, he idly checks that Lightbringer is tied to his person as is his shield and that his pack is tightly shut. Tapping Rag on the shoulder before he jumps, Utar casts guidance, adding 1 to the halfling's check.
When his turn finally comes around, Utar steps out into the air and falls like a some into the water. Treading water for a moment, he waits for all of the group to take the plunge before swimming for shore.
Athletics - 26