Hermenor's satisfaction with the anchoring of the ship is quickly wiped off his face after Utar answers his question: "Why did you ask me to stop the ship then? We are sittin' ducks here!" Hermenor seems a bit pissed off.
Seeing others searching the lower deck so methodically, Thokk ventures a peek (13) inside the ship's privy {FD-56}. He walks back out a moment later {FD-57} and asserts: "Nothing here."
Rag notices that Utar's impetus in searching and manipulating the sea has decreased somewhat and appears from beneath his cloak. He doesn't bother to hide this time, and doesn't say a word, though he is clearly thinking about what to do next. For now, he remains ready to attack just in case.
This post has potentially manipulated dice roll results.
"Because right now I'm controlling the very water we're sailing on and because I didn't want to damage your ship! Set your orders if you want to get us underway!"
Utar storms his response towards Hermenor, bluish light around him flaring, but lets his spell drop so his anger is not reflected in the actions of the water.
Taking Lightbringer in hand, he moves resolutely down into the ship, his voice calmer than before, as if resigned to the task before him.
"It isn't in the water. Close quarters it is."
(OOC - Moving Utar down into the ship as far as he can go, but likely only onto the Lower Deck. Assuming drawing Lightbringer might be a free interact action, if so, Utar keeps his eyes casting about as he goes below - Perception - 22. Otherwise ignore that check.)
Feeling the tug at the rope, a hopeful Peabody resurfaces expecting to see Doozey at the other end. Seeing noone but Utar and some ship hands at best however at the time, he's back to sulkily keeping on guard.
Meanwhile in the hold, Doozey nods in agreement, though furrowed his recognizing another snag in the plan. Acting quickly he whispers to Berry. "Get the others and call down those on the next deck. I'll try to hold it here." Catching in his peripheral a nod, Doozey than proceeds close to the double doors, sniffing at the air as he approached just slow enough for Berry to double back to the top.
Uncertainty is feigned up until the last moment. Right before he suddenly is snarling and snapping the door. "You're not getting away that easy again!" He barked out. At which point if need be he'd rush the thing, striking if he could, but otherwise being satisfied with just getting up in the creature's grill should it be visible to him by that point. Lacking visual would leave him bereft of few choices holding his ground and hoping the taunt would be enough to prevent it from likely trying to blow up the ship with any stored gun powder on board! Taking that as his cue to hurry that much along, from atop the lower deck Berry called to the others. "Pardon me, my lords. But it appears we have the beast cornered just below here. Though by we I mean mainly master Doozey who could perhaps use a spot of help, if I do say so myself. Once you all are below I will be sure to guard the stairway here."He assured.
Hearing Berry's report initially confuses Neya, but, she quickly recovers, vaults over a box next to her and moves downstairs to join up with Doozey (Ending at FJ-64, 1 Ki point for Step of the Wind to get there).
She gets ready to strike if the fiend comes back out and tries to get close to them.
Down in the hold area, Doozey tells Berry to go warn the others while he approaches the double doors. The mastiff does as he is told, making sure to keep an eye around him as he moves. Neya, Thokk, Graxx, and Dornal all listen to Berry's calm report about the situation downstairs.
In the meantime, Doozey opens the door and sees a gruesome scene. The two women who had come downstairs to first check the damage and then release the anchor chain are bundled motionlessly on the ground. Blood is spurting from their necks. The horrible toad-like creature with a spiked back stands over them, blood dripping from its many claws and fangs. The Hydroloth is fully visible. Doozeymoves {FJ-67} to close the distance between him and the creature.
Blurting an angry response to Hermenor's frustrating words, Utar let's go of this magical hold on the sea and draws Lightbringer. As he moves to the lower deck {FB-59}, the cleric keeps his ears primed for any audible clues and manages to hear Berry's warning about the fight in the hull of the ship.
At this point, Dornal becomes the first to respond to Berry's report. "Let's teach that monster a lesson!" The dwarf dashes downstairs {FK-64} with cudgel in hand.
Due to their weight, the double doors have closed back up by now.
Graxx {FK-63} and Neya {FJ-64} quickly follow Dornal into the ship's hold. They both catch up to the dwarf without much trouble. Neya is additionally ready to strike the enemy should it come running her way.
Back on the main deck, Bigar concludes he is not going to be able to hoist Peabody back up by himself. Instead, the spends the needed time to tie (4) his end of the rope to the ship's railing so that the creature is not lost at sea. He is not sure if that is possible, but he rather be safe than sorry. One of the sailors catches a glimpse of the action and laughs out loud at the greenling's knotwork.
Neya follows Doozey in through the doors and (if she sees/detects it) next to the hydroloth and takes the opportunity to finally throw some fists at it.
Unarmed Attack: 19 Damage: 11 magical bludgeoning
Extra Unarmed Attack: 23 Damage: 8 magical bludgeoning
Each strike is with killing intent. But, if they fall short of that, they will try to incapacitate (1 ki point each attack for Stunning Strike until successful).
Though guaranteed to be in futility, Doozey calls out a word in sylvan and summons the spirit of Biscuit over at least one of the women, A final comforting presence, if nothing else. Either way, the stoutling's attention is immediately back on the hydroloth, growling and snarling as his blade sings with every swipe and more bestial form began to show itself by the second.
As that's all going on below, Berry is true to his word, but stays guarded for the moment, knowing or figuring full well that his fangs weren't likely to do much in a pinch. As for Peaboody, he's still sulkily keeping largely curled up in defensive, watchful for any other surprises the waters yet might have for him.
Bonus Action: Cast (2nd level)Healing Spirit over the sailor's position.
Movement(Berry): To FK-60(or stop short of 10ft of creature, if able to sense it).
11. Salty Snapper Sailors (x5) - ballista is ready;
MAP:
NOTES: All tiles around the ship are water. I can show the fourth level (Hold) if it becomes relevant. Enemy location will always be relative to the top image (Forecastle/Quarterdeck). Let me know if I can clarify this further.
(All PCs are welcome to post their turns. I'll post the NPCs' turns as they come up.)
Hermenor gets even angrier with Utar's response but, now that the half-orc has moved downstairs, he can't reply directly. Instead, he turns to his sailors: "You keep an eye on the water! I'm going down" Hermenor then dashes into the lower deck {FC-63} and glimpses at Utar, Thokk, and Berry: "So, what is going on here?"
Thokk leaves the others to respond. He moves down to the hull of the ship {FK-61} as requested by Berry. Seeing others nearby (Neya, Graxx, Dornal), he asks: "Where is it?"
Back up on the main deck, Rag traverses the ship {EN-66} and reaches the quarterdeck. From there, he points his bow and arrow at the entrance of the staircase leading downstairs, in case the creature appears from that direction.
Similarly silent, Berry leaves the lower deck and cautiously follows Thokk into the hold area. In the water, Peabody is on standby.
In the back room in the lowest level of the ship, Doozey tries to revive one of the sailors with the help of a spiritual Biscuit. The woman's neck wounds begins to close but, with a dying gasp from the patient, the magical healing is interrupted. It seems the casting of the spell was just a fraction of a second too late. An almost transparent Biscuit licks the dead woman to show his condolences.
Having no time to grieve, Doozey launches a feral attack on the enemy, stabbing the already wounded creature twice. The newest wounds crackle with lightning, although the sparks seem to bounce off the Hydroloth's hide rather then penetrate its wounds. (Hydroloth takes 21 magical piercing and lightning damage.)
(Utar is up next. I'll resolve Graxx's and Neya's turns afterwards. Feel free to edit your posts until then.)
Ignoring Hermenor, Utar moves around the S-shaped wall surrounding the sets of steps and then reaches the hold area of the ship {FJ-59}. There is little he can see from here as the action is happening on the other end of the ship and behind closed doors. For now, the cleric stays ready to cast a spell should the enemy make itself known to him.
Frustrated with the door that keeps opening and closing and separating the group from their quarry, Dornal lets the veins on his forehead make an appearance (Rage) and grabs one half of the infringing double doors. With a sudden crunch of all of his muscles (14), the old dwarf jerks the not-optimally-maintained door and pulls it off one of its hinges. The one door is now crooked and won't close. There is a permanent and direct line of sight to Doozey and the Hydroloth now. Nonetheless, depending on the angle of attack, some ranged attacks from this side of the door might still have to contend with the creature on the other side gaining some cover.
Dornal moves into the room and attempts to surround the creature {FK-69}.
Hermenor's satisfaction with the anchoring of the ship is quickly wiped off his face after Utar answers his question: "Why did you ask me to stop the ship then? We are sittin' ducks here!" Hermenor seems a bit pissed off.
Seeing others searching the lower deck so methodically, Thokk ventures a peek (13) inside the ship's privy {FD-56}. He walks back out a moment later {FD-57} and asserts: "Nothing here."
Rag notices that Utar's impetus in searching and manipulating the sea has decreased somewhat and appears from beneath his cloak. He doesn't bother to hide this time, and doesn't say a word, though he is clearly thinking about what to do next. For now, he remains ready to attack just in case.
(Doozey, Utar, Graxx, and Neya may go next.)
"Because right now I'm controlling the very water we're sailing on and because I didn't want to damage your ship! Set your orders if you want to get us underway!"
Utar storms his response towards Hermenor, bluish light around him flaring, but lets his spell drop so his anger is not reflected in the actions of the water.
Taking Lightbringer in hand, he moves resolutely down into the ship, his voice calmer than before, as if resigned to the task before him.
"It isn't in the water. Close quarters it is."
(OOC - Moving Utar down into the ship as far as he can go, but likely only onto the Lower Deck. Assuming drawing Lightbringer might be a free interact action, if so, Utar keeps his eyes casting about as he goes below - Perception - 22. Otherwise ignore that check.)
(OOC - Ugh, stupid dice roller! Can't remember the last value so here's a fresh roll - 21.)
Feeling the tug at the rope, a hopeful Peabody resurfaces expecting to see Doozey at the other end. Seeing noone but Utar and some ship hands at best however at the time, he's back to sulkily keeping on guard.
Meanwhile in the hold, Doozey nods in agreement, though furrowed his recognizing another snag in the plan. Acting quickly he whispers to Berry. "Get the others and call down those on the next deck. I'll try to hold it here." Catching in his peripheral a nod, Doozey than proceeds close to the double doors, sniffing at the air as he approached just slow enough for Berry to double back to the top.
Uncertainty is feigned up until the last moment. Right before he suddenly is snarling and snapping the door. "You're not getting away that easy again!" He barked out. At which point if need be he'd rush the thing, striking if he could, but otherwise being satisfied with just getting up in the creature's grill should it be visible to him by that point. Lacking visual would leave him bereft of few choices holding his ground and hoping the taunt would be enough to prevent it from likely trying to blow up the ship with any stored gun powder on board! Taking that as his cue to hurry that much along, from atop the lower deck Berry called to the others. "Pardon me, my lords. But it appears we have the beast cornered just below here. Though by we I mean mainly master Doozey who could perhaps use a spot of help, if I do say so myself. Once you all are below I will be sure to guard the stairway here." He assured.
Movement(Berry): To FA-61.
Action(Berry): Dodging.
Movement(Doozey): To FK-65.
Free Interact to Open Door.
Action(Doozey): Dash to get in melee with creature if visible, otherwise readying a grapple should it attack in melee with Doozy.
Action(Doozey): Bloody Stinger(if directed to the creature).Replacing Attack #1 with Grapple Attempt: 24.
(Lethal)Shortsword #2 - Attack: 15 Damage: 13 magical piercing and lightning.(Since /still/unable to reach the creature..)
Action(Peabody): Follow Defensive Training.
When you realize you're doing too much: Signature.
Hearing Berry's report initially confuses Neya, but, she quickly recovers, vaults over a box next to her and moves downstairs to join up with Doozey (Ending at FJ-64, 1 Ki point for Step of the Wind to get there).
She gets ready to strike if the fiend comes back out and tries to get close to them.
Readied Unarmed Attack: 15 Damage: 9
Extended Signature
"DOOZEY!" Graxx shouts.
Graxx bounds down the stairs with his Pike at the ready.
Graxx will dash to get as close to Doozey as possible.(Prefer FK,63 if possible).
Left in the water, Peabody remains coiled.
Down in the hold area, Doozey tells Berry to go warn the others while he approaches the double doors. The mastiff does as he is told, making sure to keep an eye around him as he moves. Neya, Thokk, Graxx, and Dornal all listen to Berry's calm report about the situation downstairs.
In the meantime, Doozey opens the door and sees a gruesome scene. The two women who had come downstairs to first check the damage and then release the anchor chain are bundled motionlessly on the ground. Blood is spurting from their necks. The horrible toad-like creature with a spiked back stands over them, blood dripping from its many claws and fangs. The Hydroloth is fully visible. Doozey moves {FJ-67} to close the distance between him and the creature.
Blurting an angry response to Hermenor's frustrating words, Utar let's go of this magical hold on the sea and draws Lightbringer. As he moves to the lower deck {FB-59}, the cleric keeps his ears primed for any audible clues and manages to hear Berry's warning about the fight in the hull of the ship.
At this point, Dornal becomes the first to respond to Berry's report. "Let's teach that monster a lesson!" The dwarf dashes downstairs {FK-64} with cudgel in hand.
Due to their weight, the double doors have closed back up by now.
Graxx {FK-63} and Neya {FJ-64} quickly follow Dornal into the ship's hold. They both catch up to the dwarf without much trouble. Neya is additionally ready to strike the enemy should it come running her way.
Back on the main deck, Bigar concludes he is not going to be able to hoist Peabody back up by himself. Instead, the spends the needed time to tie (4) his end of the rope to the ship's railing so that the creature is not lost at sea. He is not sure if that is possible, but he rather be safe than sorry. One of the sailors catches a glimpse of the action and laughs out loud at the greenling's knotwork.
After snarling at Doozey, the Hydroloth stares into the stoutling's eyes with its own toad-like hypnotic gaze.
-> Doozey's INT saving throw {DC 16}: 16
(OOC: I'll resolve these attacks in a separate post.)
Doozey closes his eyes shut for a moment, helping him just barely resist whatever influence the yugoloth was trying to exert on him.
On the main deck and forecastle:
The Salty Snapper comes to a full stop.
END OF INITIATIVE ROUND 10
Neya follows Doozey in through the doors and (if she sees/detects it) next to the hydroloth and takes the opportunity to finally throw some fists at it.
Unarmed Attack: 19 Damage: 11 magical bludgeoning
Extra Unarmed Attack: 23 Damage: 8 magical bludgeoning
Bonus Unarmed Attack: 25 Damage: 10 magical bludgeoning
Each strike is with killing intent. But, if they fall short of that, they will try to incapacitate (1 ki point each attack for Stunning Strike until successful).
Extended Signature
Though guaranteed to be in futility, Doozey calls out a word in sylvan and summons the spirit of Biscuit over at least one of the women, A final comforting presence, if nothing else. Either way, the stoutling's attention is immediately back on the hydroloth, growling and snarling as his blade sings with every swipe and more bestial form began to show itself by the second.
As that's all going on below, Berry is true to his word, but stays guarded for the moment, knowing or figuring full well that his fangs weren't likely to do much in a pinch. As for Peaboody, he's still sulkily keeping largely curled up in defensive, watchful for any other surprises the waters yet might have for him.
Bonus Action: Cast (2nd level)Healing Spirit over the sailor's position.
Movement(Berry): To FK-60(or stop short of 10ft of creature, if able to sense it).
Action(Berry): Dodge.
Action(Doozey): Bloody Stinger(if directed to the creature).
(Lethal)Shortsword #1 - Attack: 19 Damage: 11 magical piercing and lightning.
(Lethal)Shortsword #2 - Attack: 27 Damage: 14 magical piercing and lightning.
Action(Peabody): Follow Defensive Training.
When you realize you're doing too much: Signature.
Graxx looks down at the slain women and goes into a (BONUS ACTION) RAGE!
(MOVEMENT) Graxx will charge right up into creatures face!
(Action) Graxx will make two RECKLESS attacks with his Vicious Pike with GREAT WEAPON MASTERY!
"TEMPUS!" Graxx shouts!
Attack: 17 Damage: 23
Attack: 6 Damage: 24
Divine Radiant Damage to first hit: 9
(All PCs are welcome to post their turns. I'll post the NPCs' turns as they come up.)
Hermenor gets even angrier with Utar's response but, now that the half-orc has moved downstairs, he can't reply directly. Instead, he turns to his sailors: "You keep an eye on the water! I'm going down" Hermenor then dashes into the lower deck {FC-63} and glimpses at Utar, Thokk, and Berry: "So, what is going on here?"
Thokk leaves the others to respond. He moves down to the hull of the ship {FK-61} as requested by Berry. Seeing others nearby (Neya, Graxx, Dornal), he asks: "Where is it?"
Back up on the main deck, Rag traverses the ship {EN-66} and reaches the quarterdeck. From there, he points his bow and arrow at the entrance of the staircase leading downstairs, in case the creature appears from that direction.
Similarly silent, Berry leaves the lower deck and cautiously follows Thokk into the hold area. In the water, Peabody is on standby.
In the back room in the lowest level of the ship, Doozey tries to revive one of the sailors with the help of a spiritual Biscuit. The woman's neck wounds begins to close but, with a dying gasp from the patient, the magical healing is interrupted. It seems the casting of the spell was just a fraction of a second too late. An almost transparent Biscuit licks the dead woman to show his condolences.
Having no time to grieve, Doozey launches a feral attack on the enemy, stabbing the already wounded creature twice. The newest wounds crackle with lightning, although the sparks seem to bounce off the Hydroloth's hide rather then penetrate its wounds. (Hydroloth takes 21 magical piercing and lightning damage.)
(Utar is up next. I'll resolve Graxx's and Neya's turns afterwards. Feel free to edit your posts until then.)
Utar continues his journey down into the bowels of the ship, ignoring Hermenor.
Assuming he gets a glimpse of the beast, Utar will point Lightbringer towards it and cast sacred flame.
Hydroloth needs to succeed on a DC16 Dex Save or take 9 radiant damage.
(Apologies for the late post. Turns out I totally needed the updated map to work out my turn!)
DM's Screen:
Rip the door: 24
Extras: 20 -- 4 -- 17 -- 9 -- 18
Ignoring Hermenor, Utar moves around the S-shaped wall surrounding the sets of steps and then reaches the hold area of the ship {FJ-59}. There is little he can see from here as the action is happening on the other end of the ship and behind closed doors. For now, the cleric stays ready to cast a spell should the enemy make itself known to him.
Frustrated with the door that keeps opening and closing and separating the group from their quarry, Dornal lets the veins on his forehead make an appearance (Rage) and grabs one half of the infringing double doors. With a sudden crunch of all of his muscles (14), the old dwarf jerks the not-optimally-maintained door and pulls it off one of its hinges. The one door is now crooked and won't close. There is a permanent and direct line of sight to Doozey and the Hydroloth now. Nonetheless, depending on the angle of attack, some ranged attacks from this side of the door might still have to contend with the creature on the other side gaining some cover.
Dornal moves into the room and attempts to surround the creature {FK-69}.