As the others breath deeply, panting from the swim, or just as a reaction to their body temperature dropping so low, Adaban is still. He moves as if nothing has happened - no heavy breathing, no shivering, sweat or appearance of fatigue at all. Dripping with cold water, made colder by the biting wind, he walks the deck of the ship directly towards the Quarter Deck. He checks the doors to see if they are unbarred. If they are barred, he will proceed to blast them open with Eldritch Blast. Before going down, he will look around the deck for hanging oil lanterns.
(( Passive Investigation = 13, Rolled is Nat 20 = 23 - looking for anything that will serve as a light source ))
As he does, to the others he calls out, "One must seek a Navigator's chart, likely within a Captain's Cabin. Will another accompany?"
Adaban is able to find a bullseye lantern for himself, hanging from the railing of the deck. The quarter deck, and subsequently the captain's cabin and entire back part of the ship is submerged. (pic posted in discord for reference) There is a hatchdoor on the deck from where the stone cursed figure emerged from previously.
Durnir - as you make your way onto the deck, you maintain your concentration of detect magic. Though you don't notice anything initially, you do begin to sense something as you make your way toward the submerged side with Adaban. It is difficult to pinpoint exactly, but off in the water towards the back of the ship, you begin to sense a magical energy coming from below the water. A strong necromantic energy unlike anything you've sensed before.
Adaban is able to find a bullseye lantern for himself, hanging from the railing of the deck. The quarter deck, and subsequently the captain's cabin and entire back part of the ship is submerged. (pic posted in discord for reference) There is a hatchdoor on the deck from where the stone cursed figure emerged from previously.
Adaban positions the bullseye lantern to beam light into the water-filled doorway, then walks into the water to look inside. What does he see?
Adaban - You find a convenient rope hook on the main mast, and aim the bullseye lantern into the water toward where you believe the captains cabin to be. You wade into the water down the sloped deck, eventually submerging yourself beneath it. The beam of light from the lantern pieces the water as it sloshes about, and you're able to make out the door to the cabin with the dim light. Swimming and pulling yourself along the boats ample handholds makes it easy to get close and you see damage to the door - holes about the size of a fist. However, it doesn't appear as though they were entirely successful in breaching it. Iron reinforcements run across the planks, holding them firmly in place like hoops on a barrel. Trying the handle would confirm the door to be locked in place.
Adaban looks through the holes, can he see anything in there, or is too dark? Also, looking back up towards the outer hatch, is there a direct line of sight from the hatch to the Captain's door?
As Durnir steps onto the ship, he shivers from the cold water. "Brrrr..... I hhhate swimimng this time of yearrrrr....." He will look back and wave to Walf. "I don't sense anything yet... oh wait a second!"
Durnir - as you make your way onto the deck, you maintain your concentration of detect magic. Though you don't notice anything initially, you do begin to sense something as you make your way toward the submerged side with Adaban. It is difficult to pinpoint exactly, but off in the water towards the back of the ship, you begin to sense a magical energy coming from below the water. A strong necromantic energy unlike anything you've sensed before.
Durnir shivers again, this time not from the cold. "There is some strong magic coming from below the water, towards the back of the ship.... right where Adaban went to. Necromantic magic, by the taste of it. HEY ADABAN! CAN YOU STILL HEAR ME! THERE A MAGICY THING DOWN THERE! By Helms Beard, I think I have to go look down there, don't I. Ivy, don't you dare let me drown here! It's a disgrace drowning this close to shore! What would my ancestors say.... Actually, they'd probably just laugh there spirit asses off from it..... Alright, no more delaying!" Durnir turns to the rest of the wreckage and sighs deeply, then heads into the water. He'll be using his action to look for any auras with his detect magic.
Davis pauses and listens to Durnir as they gather on the deck of the ship. He nods and moves in the direction of the magic Durnir senses. Pausing at the water though he waits to hear what their companion already under the water has found out prior to following towards the magic that Durnir sensed.
Adaban looks through the holes, can he see anything in there, or is too dark? Also, looking back up towards the outer hatch, is there a direct line of sight from the hatch to the Captain's door?
Those of you on the deck see 2 quick flashes from below the water where Adaban went in. The water explodes upward from the flash, causing a large splash that reaches back to you all.
Adaban, the door is devastated. The iron reinforcements are bent and mangled, the wood shattered and splintered.
You see now two grey shaped moving toward you from within, walking across the floor of the submerged cabin. behind them you see something glinting from the light of the bullseye lantern, but you’ve got bigger problems to deal with.
This post has potentially manipulated dice roll results.
As Durnir gets into the water, he sees Adaban blast through the door, and the two shapes before him. He begins to curse under the water "Blurb, blurgh, blarb, blurp!"
Durnir trudges forward, but can't quite get to Adaban. With a garbled word, he casts Toll the Dead on the closest Stone Cursed. DC 14 Wis or 8 damage.
Durnir - (Stone Cursed Succeeds) you wade into the water, barely seeing the grey figured moving toward the door inside the cabin. You attempt to toll the dead, but once again it appears the ominous ringing fizzles out before it has an effect.
And she goes where Davis goes, still clinging onto him with their legs as they go down further into the water. Ivy takes a deep breath and a quick swig from a ‘flask’ before going under. She raspberries bubbles towards their friends, blessing them.
Walf watches his friends head onto the ship and down out of few. He wonders what they are up to but not enough to swim out especially feeling peckish. He sits down on a rock and places the rope under his bum so he can eat. He takes out some roots and berries and begins to hum and eat.
Adaban, realizing the danger, turns around and makes a full retreat, gesturing for the others who are in the water to do the same. (( Full retreat action, doubled movement range is 30 feet within water terrain )) Once back on deck he will notify anyone who can hear him. "Battle approaches, two more cursed come from below."
Davis approaches the water cautiously, scanning the ripples and waves for signs of danger - he reveals his longsword from its scabbard with a metallic ring. "They will fall, just like the last. Ivy, I will have to put you down for this - stay behind me." He does so and wades into the water to Durnir's side.
(Dodge action)
Beneath the water, Durnir you see the remnants of the door float up to the surface as the stone cursed grapple their way through the obliterated remains. They attack both you and Davis.
Attack against Davis - 10
Attack against Durnir 7
The stone cursed, already slow, are even slower in the water. The attacks are easy to dodge out of the way, and you watch as their stone claws cut through the water.
Begin Round 2
Durnir (16, or 11 without adv) Ivy (14) Walfaerd (13) Adaban (11) Davis (10) Stone Cursed
Walf watches and hums a tune he heard some birds chirping earlier
As the others breath deeply, panting from the swim, or just as a reaction to their body temperature dropping so low, Adaban is still. He moves as if nothing has happened - no heavy breathing, no shivering, sweat or appearance of fatigue at all. Dripping with cold water, made colder by the biting wind, he walks the deck of the ship directly towards the Quarter Deck. He checks the doors to see if they are unbarred. If they are barred, he will proceed to blast them open with Eldritch Blast. Before going down, he will look around the deck for hanging oil lanterns.
(( Passive Investigation = 13, Rolled is Nat 20 = 23 - looking for anything that will serve as a light source ))
As he does, to the others he calls out, "One must seek a Navigator's chart, likely within a Captain's Cabin. Will another accompany?"
Adaban is able to find a bullseye lantern for himself, hanging from the railing of the deck. The quarter deck, and subsequently the captain's cabin and entire back part of the ship is submerged. (pic posted in discord for reference) There is a hatchdoor on the deck from where the stone cursed figure emerged from previously.
Durnir - as you make your way onto the deck, you maintain your concentration of detect magic. Though you don't notice anything initially, you do begin to sense something as you make your way toward the submerged side with Adaban. It is difficult to pinpoint exactly, but off in the water towards the back of the ship, you begin to sense a magical energy coming from below the water. A strong necromantic energy unlike anything you've sensed before.
Adaban positions the bullseye lantern to beam light into the water-filled doorway, then walks into the water to look inside. What does he see?
(( Passive Perception = 14, Rolled Perception = 22 ))
Adaban - You find a convenient rope hook on the main mast, and aim the bullseye lantern into the water toward where you believe the captains cabin to be. You wade into the water down the sloped deck, eventually submerging yourself beneath it. The beam of light from the lantern pieces the water as it sloshes about, and you're able to make out the door to the cabin with the dim light. Swimming and pulling yourself along the boats ample handholds makes it easy to get close and you see damage to the door - holes about the size of a fist. However, it doesn't appear as though they were entirely successful in breaching it. Iron reinforcements run across the planks, holding them firmly in place like hoops on a barrel. Trying the handle would confirm the door to be locked in place.
Adaban looks through the holes, can he see anything in there, or is too dark? Also, looking back up towards the outer hatch, is there a direct line of sight from the hatch to the Captain's door?
As Durnir steps onto the ship, he shivers from the cold water. "Brrrr..... I hhhate swimimng this time of yearrrrr....." He will look back and wave to Walf. "I don't sense anything yet... oh wait a second!"
Durnir shivers again, this time not from the cold. "There is some strong magic coming from below the water, towards the back of the ship.... right where Adaban went to. Necromantic magic, by the taste of it. HEY ADABAN! CAN YOU STILL HEAR ME! THERE A MAGICY THING DOWN THERE! By Helms Beard, I think I have to go look down there, don't I. Ivy, don't you dare let me drown here! It's a disgrace drowning this close to shore! What would my ancestors say.... Actually, they'd probably just laugh there spirit asses off from it..... Alright, no more delaying!" Durnir turns to the rest of the wreckage and sighs deeply, then heads into the water. He'll be using his action to look for any auras with his detect magic.
Davis pauses and listens to Durnir as they gather on the deck of the ship. He nods and moves in the direction of the magic Durnir senses. Pausing at the water though he waits to hear what their companion already under the water has found out prior to following towards the magic that Durnir sensed.
Multiple bright flashes are seen in the water where Adaban went. (( Eldritch Blasting the door open - does it work? ))
You would be in line of sight, yes.
Roll damage.
(( Eldritch Blast, first roll = 10 dmg, second roll = 6 dmg... I can keep going if you wish? ))
Those of you on the deck see 2 quick flashes from below the water where Adaban went in. The water explodes upward from the flash, causing a large splash that reaches back to you all.
Adaban, the door is devastated. The iron reinforcements are bent and mangled, the wood shattered and splintered.
You see now two grey shaped moving toward you from within, walking across the floor of the submerged cabin. behind them you see something glinting from the light of the bullseye lantern, but you’ve got bigger problems to deal with.
Begin Initiative!
Current Initiative Order
Durnir (16, or 11 without adv)
Ivy (14)
Walfaerd (13)
Adaban (11)
Davis (10)
Stone Cursed
As Durnir gets into the water, he sees Adaban blast through the door, and the two shapes before him. He begins to curse under the water "Blurb, blurgh, blarb, blurp!"
Durnir trudges forward, but can't quite get to Adaban. With a garbled word, he casts Toll the Dead on the closest Stone Cursed. DC 14 Wis or 8 damage.
Move: 10 ft (half of 25)
Action: Toll the Dead
Durnir - (Stone Cursed Succeeds) you wade into the water, barely seeing the grey figured moving toward the door inside the cabin. You attempt to toll the dead, but once again it appears the ominous ringing fizzles out before it has an effect.
Ivy salutes Durnir. “I shan’t let you drown!”
And she goes where Davis goes, still clinging onto him with their legs as they go down further into the water. Ivy takes a deep breath and a quick swig from a ‘flask’ before going under. She raspberries bubbles towards their friends, blessing them.
Casting Bless on Durnir, Adaban and Davis.
just an unstable unicorn.
Walf watches his friends head onto the ship and down out of few. He wonders what they are up to but not enough to swim out especially feeling peckish. He sits down on a rock and places the rope under his bum so he can eat. He takes out some roots and berries and begins to hum and eat.
Adaban, realizing the danger, turns around and makes a full retreat, gesturing for the others who are in the water to do the same. (( Full retreat action, doubled movement range is 30 feet within water terrain )) Once back on deck he will notify anyone who can hear him. "Battle approaches, two more cursed come from below."
Davis approaches the water cautiously, scanning the ripples and waves for signs of danger - he reveals his longsword from its scabbard with a metallic ring. "They will fall, just like the last. Ivy, I will have to put you down for this - stay behind me." He does so and wades into the water to Durnir's side.
(Dodge action)
Beneath the water, Durnir you see the remnants of the door float up to the surface as the stone cursed grapple their way through the obliterated remains. They attack both you and Davis.
Attack against Davis - 10
Attack against Durnir 7
The stone cursed, already slow, are even slower in the water. The attacks are easy to dodge out of the way, and you watch as their stone claws cut through the water.
Begin Round 2
Durnir (16, or 11 without adv)
Ivy (14)
Walfaerd (13)
Adaban (11)
Davis (10)
Stone Cursed