McGee Dex Check for Sails: 3 (from Lorgar) + 4 (guidance) + 14 for 17total
McGee has a minor awareness that active hostilities has broken out but he's busy fighting with the sails and his own constitution to be too bothered about such things...
"Plausible deniability!" McGee shouts out when he hears Cob's question. "That ship is officially cleared, if he had to get involved it gets messy... He may have to be on their side and call us pirates or such!"
Drexon nods in affirmation of McGee's explanation.
"We need to find those kids, only that will be enough to bring the harbourmaster to our side in this", he adds. "We'd better hope our information is good", he continues under his breath a little.
He also tries to take some cover whilst remaining in reach of someone so he can give his help.
Dex check 20(no guidance. I assumed McGee has the 4 he rolled from Drexon already). "I don't think a lit torch would work from the catapult. The impact will put the torch out and probably also break the torch into small pieces. I can get Jade to fire on the ship but I will wait till outside of the reef."
End of Round {{Putting this header just so we know that this is the summary at the end of the round.}}
Cob's attack tears the corner of the main sail of the Cobalt Restitution. It is flapping erratically, but the ship is still going strong.
Suddenly, a shout sounds from the deck of the Cobalt Restitution. At once, you can see the deckhands working harder and faster than before. The ship picks up some pace as two of the sailors also join the deckhand in maintaining the damaged sail. The lone sailor nods and pulls out another pair of arrows after the shout. The arrows fly toward the sail of the Everingham instead of toward the crew. One of the arrows flies high and plunges into the ocean, but the other one tears a part of the sail.
As you look at the deck, the last sailor who went below deck still hasn't come back up yet. However, Drexon, you take note of something when the next strong wind blows over the Cobalt Restitution and the Everingham. It has been a while since you hunger, but there is a sudden taint in the air that makes you feel starved. It reeks of desperation, fear, and terror. You have never felt an emotion this strong and something deep within your mind and body craves more of it.
Sailor 3 attacks the sail: 18 to hit [6 damage]; 6 to hit [Miss]
{{Seraphis can make a Strength/Athletics check of DC13 to try and evade. On a success, the damage to the sail will be halved. This will take your reaction slot.}}
{{By the end of the round, the distance of 4 paces is maintained because the Cobalt Restitution uses 2 actions on its turn to Man the Sail, causing their speed to be the same as the Everingham at 6 paces.}}
New Round {{Putting this header to note the start of a new round. Which means a fresh sail roll.}}
Seraphis focuses on holding the helm tight and steadfastness. His focus on ensuring the ship remains focused on it's course. With a free moment he shifts his shield for comfort and just awaits the next attack on him.
Dex check 20(no guidance. I assumed McGee has the 4 he rolled from Drexon already).
((McGee strikethough'd his Guidance bit... but if he is getting it then his total would change to 21 instead of 17 - though not sure it changes anything...))
McGee finally loses his fight with his own constitution and the roiling seas and rocking boat get the better of him... To say McGee painted the decks with the ale and the snacks he partook of during his long night of gambling may be a bit of a stretch, but it certainly didn't seem that way when he was in the throes of a wave of nausea.
Swearing colorfully, once he can, McGee climbs to his feet and scrambles back to the sails but it's obvious he projectile expulsion of nutrients and stomach acids hurt there ships advance. He scramble to regain control of his sails but isn't sure when the next wave of sick will hit...
"If we lose them I can always find them again," he assures with a distinct lack of zeal.
Cob looks up at the sail and the work of everyone around him. Having missed out on the instructions of how the ship operates, he feels like he's more likely to get in the way than do any good if he meddles with what they're all doing.
He looks over the gunwale again and while he thinks to go for the sail, he decides to target the archer instead. Cob strums two of the strings on his fiddle, letting crackling energy build up on the instrument before releasing it towards the sailor with the bow.
Drexon stops for a moment, his eyes locked on the direction of the Cobalt Restitution, he opens his mouth slightly and sucks in the air. He starts to walk towards the prow, and spots McGee leave his post to be sick.
"There's no time for that, we have to get closer", he says, almost snaps in fact, before he puts his hand to his temple. He is unable to help at the moment, as his eyes narrow as he looks to the other ship.
"The children must be terrified", he adds as he stares.
Cob's attack goes wide as McGee momentarily loses control of his stomach and lets go of one of the ropes maintaining the sail. The Everingham rocks for a brief moment, but that sudden movement is enough to cause Cob's aim to miss by quite a bit.
New Round
One of the sailors who went below deck quite some time ago returns up the deck with a child in tow. A knife is poised at the child's throat as the sailor drags the child closer to the railing. The sailor grins mockingly, pushing the child closer to the railing. However, the sudden appearance of the child causes the deckhands to lose their concentration. The sails go unmanned for a brief moment and the Cobalt Restitution slows down a bit. Seeing the slowing speed of the ship, the two sailors who were helping with the sails elect to man the ballista again to act as a deterrent. The sailor with the bow also appears to be a little bit disturbed by the threat toward the child that they miss their shot.
{{Seraphis, make your Str roll. If both McGee and Senni succeed, your DC will be 20 because it will be essentially a point-blank range (1 pace away). If either one succeeds, your DC will be 17 (2 paces away). If both fail, your DC will be 15 (3 paces away).
Seraphis tries his best to keep his grip on the helm, having never steered a ship before he is beginning to realize how much skill it actually requires. As the boy is brought out he just looks up in anger "Well looks like your suspicions where right."
Feeling the terror of the children and thirsting for more is one thing, but when the sailor brings a child into view and holds a knife to their throat is quite another. Even as the emotion washes over him, Drexon struggles to focus back on their purpose. To focus on saving the life of the child, all the children. After all, in the act of saving comes more emotion to savour.
He feels the strong urge to reach out to the one with the child and take their life, and yet that urge is purely primal, it comes from another part of him. He is smarter than that, more calculated.
He reaches into his pack and withdraws the Octograph, raising it up and taking a photo of the sailor holding the knife to the terrified child.
"Thank you for the evidence. And you can't deceive us. Spill even a drop of that child's blood before the ritual and your masters will do far worse to you than we could even imagine", he shouts across.
Free Action: Take out Octograph Action: Use Octograph to take photo for evidence
McGee Dex Check for Sails: 3 (from Lorgar) + 2 (guidance, if I still have) + 10 for: 15
McGee, still feeling some ill effects from the seasickness, tries to focus on the job but isn't sure he's really doing well enough. He hears someone yelling about evidence and a child's blood but he tries to keep his focus upon the sails... Not much he can do besides that at this point anyway.
Dex check 17(with Lorgar and no guidance). There is not much more he can do at this moment as he doesn't want to risk the child dying (and he can't ready a bonus action)
Cob looks over at the ship ahead and watches the sailor with the child for a moment.
"That won't do." Cob says.
He watches the distance close between the ships and once it's close enough, he flies across the 30' to the other ship.
"You would be best served to run along, I think," Cob says to the sailor holding the child.
If the sailor is within 10' of Cob once he gets to the other side, he'll use Fey Presence to Cause Fear - any other antagonists in that 10' cube would also be subject to the fey presence. If the sailor is more than 10' away Cob will just cast Cause Fear - either way it's a DC15 WIS Save.
{{McGee and Senni, no need for a sail check. The other ship will attempt to ram. Seraphis, make a Strength/Athletics pilot check to see if you can half this damage. This is a hard check because the ships are only 1 pace away. Make it with an advantage because Lorgar will use the help action. If you want to board the other ship and has no flight, you can make a Dexterity/Acrobatics of DC 10. Boarding takes half your movement because of the height difference between both ships. On a fail, you fall prone on the deck of the other ship.}}
Seeing there is no point in continuing at full speed, the sailor at the helm of the Cobalt Restitution spins the steer hard and shouts for the deckhand to move the sails to the side. The Cobalt Restitution banks hard toward the Everingham, ramming the side of the smaller ship.
Lorgar immediately abandons the sail and tells the other to brace themselves for boarding. He runs toward the helm and helps Seraphis steer the ship away from the Cobalt Restitution. It won't stave off all damage, but it may allow the Everingham to survive from such a collision with the much larger ship.
On board the Cobalt Restitution, Cob's presence causes chaos on the deck of the ship. The sailor who is holding the child sees the error of his approach for the first time. It is not only Cob's presence that terrifies him, but the sound of a rapid knocking steps echo from below the deck only adds to his terror.
"What in the blazes ye' doin', boy?" A shout comes out from below the deck accompanied with the figure of a bugbear dressed in thick naval frock coat and hardened leather. Looking down at the source of the hard knocking step, you see a wooden peg leg replacing the bugbear's left leg. He groans and grunts as the Cobalt Restitution rams the Everingham, rocking both ships. "I leave ye' for but a mo' and yer messing with my Restitution! Hard to find good crew these days."
The bugbear takes a look at the scene and then curses. "This is what I get when hirin' buncha a-holes and mercs to be crew," he grumbles. He pulls out a metal tube from his back and aims it toward the sailor holding the child. A crack of thunder echoes before the head of the sailor burst into a fountain of gore. The metal tube smokes and appear twisted. The bugbear coos and pats the metal tube endearingly. "Tch, shouldn't used that. What a waste. Apologies, mi vida. I'll get you fixed when I've dealt with these people."
The sailor with the bow pulls out a pair of scimitar when the ship crashes with each other. He jumps down to the smaller ship and starts attacking. Unfortunately for him, he miscalculated the distance and falls prone. It takes a bit before he can get his bearing and stands back up.
The other two sailors who manned the ballista also jump down and board the Everingham. They have a better time at it and immediately dash to find a target. One heads straight toward the weaker looking McGee while the other attempts to deal with Senni after seeing that they are the ones who man the Everingham's sail.
{{Go take your action in any order you like, but at the end, give me an initiative roll. We will be following initiative block for the next round. As of now, Sailor 4, the one holding the child, is dead, killed by his own captain for being an annoyance and disregarding order.}}
As the ships crash today, Drexon stands fixed to the deck, looking from the newly appeared captain to the headless sailor and the child now covered in gore. The emotions continue to wash over him, but as the other sailors board the Everingham, he manages quell it temporarily at least.
He then looks to see if he can safely jump across to the Cobalt Restitution, moving around out of reach of the sailors and hanging off the side of the ship for now if he can.
Action: Cast Mage Armor Movement: Onto the side of the Cobalt Restitution and away from the reach of the sailors he can see Initiative: 8+2=10
(OOC: Asked DM about the movement, will update if he judges it is too far, or if the sailors would get an AoO)
Seraphis tries his best to steer the ship as best as possible listening to Lorgar and his wisdom in steering the ship. Once they are close enough he begins to make his way for the other ship drawing his sword as he reaches the other side looking at the men "Give up now! The only way out of this situation is surrender!"
McGee Dex Check for Sails: 3 (from Lorgar) +
4 (guidance)+ 14 for 17 totalMcGee has a minor awareness that active hostilities has broken out but he's busy fighting with the sails and his own constitution to be too bothered about such things...
Cob ducks down behind the bow gunwale keeping most of his body behind it to limit what the bowman on the other side can see.
He shouts back to Drexon “Don’t we want the harbormaster to check on the ship?”
Cob decides to target the sail again before ducking back down behind the gunwale.
Eldritch Blast 16 to hit for 6 force damage
"Plausible deniability!" McGee shouts out when he hears Cob's question. "That ship is officially cleared, if he had to get involved it gets messy... He may have to be on their side and call us pirates or such!"
Drexon nods in affirmation of McGee's explanation.
"We need to find those kids, only that will be enough to bring the harbourmaster to our side in this", he adds. "We'd better hope our information is good", he continues under his breath a little.
He also tries to take some cover whilst remaining in reach of someone so he can give his help.
Dex check 20 (no guidance. I assumed McGee has the 4 he rolled from Drexon already). "I don't think a lit torch would work from the catapult. The impact will put the torch out and probably also break the torch into small pieces. I can get Jade to fire on the ship but I will wait till outside of the reef."
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
End of Round {{Putting this header just so we know that this is the summary at the end of the round.}}
Cob's attack tears the corner of the main sail of the Cobalt Restitution. It is flapping erratically, but the ship is still going strong.
Suddenly, a shout sounds from the deck of the Cobalt Restitution. At once, you can see the deckhands working harder and faster than before. The ship picks up some pace as two of the sailors also join the deckhand in maintaining the damaged sail. The lone sailor nods and pulls out another pair of arrows after the shout. The arrows fly toward the sail of the Everingham instead of toward the crew. One of the arrows flies high and plunges into the ocean, but the other one tears a part of the sail.
As you look at the deck, the last sailor who went below deck still hasn't come back up yet. However, Drexon, you take note of something when the next strong wind blows over the Cobalt Restitution and the Everingham. It has been a while since you hunger, but there is a sudden taint in the air that makes you feel starved. It reeks of desperation, fear, and terror. You have never felt an emotion this strong and something deep within your mind and body craves more of it.
{{Seraphis can make a Strength/Athletics check of DC13 to try and evade. On a success, the damage to the sail will be halved. This will take your reaction slot.}}
{{By the end of the round, the distance of 4 paces is maintained because the Cobalt Restitution uses 2 actions on its turn to Man the Sail, causing their speed to be the same as the Everingham at 6 paces.}}
New Round {{Putting this header to note the start of a new round. Which means a fresh sail roll.}}
Sail check 17 (no guidance assumed. Still adding the bonus +3 for Lorgar). Until we get past the reef, Senni is doing nothing further.
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Seraphis focuses on holding the helm tight and steadfastness. His focus on ensuring the ship remains focused on it's course. With a free moment he shifts his shield for comfort and just awaits the next attack on him.
OOC:
Reaction: Athletics Check: 15
Action: Dodge action
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
((McGee strikethough'd his Guidance bit... but if he is getting it then his total would change to 21 instead of 17 - though not sure it changes anything...))
---
Current round:
McGee Dex Check for Sails: 3 (from Lorgar) + 1 (guidance) + Nat 1 for: 5
McGee finally loses his fight with his own constitution and the roiling seas and rocking boat get the better of him... To say McGee painted the decks with the ale and the snacks he partook of during his long night of gambling may be a bit of a stretch, but it certainly didn't seem that way when he was in the throes of a wave of nausea.
Swearing colorfully, once he can, McGee climbs to his feet and scrambles back to the sails but it's obvious he projectile expulsion of nutrients and stomach acids hurt there ships advance. He scramble to regain control of his sails but isn't sure when the next wave of sick will hit...
"If we lose them I can always find them again," he assures with a distinct lack of zeal.
Cob looks up at the sail and the work of everyone around him. Having missed out on the instructions of how the ship operates, he feels like he's more likely to get in the way than do any good if he meddles with what they're all doing.
He looks over the gunwale again and while he thinks to go for the sail, he decides to target the archer instead. Cob strums two of the strings on his fiddle, letting crackling energy build up on the instrument before releasing it towards the sailor with the bow.
Eldritch Blast (6+7) = 13 to hit for 11 force damage.
Drexon stops for a moment, his eyes locked on the direction of the Cobalt Restitution, he opens his mouth slightly and sucks in the air. He starts to walk towards the prow, and spots McGee leave his post to be sick.
"There's no time for that, we have to get closer", he says, almost snaps in fact, before he puts his hand to his temple. He is unable to help at the moment, as his eyes narrow as he looks to the other ship.
"The children must be terrified", he adds as he stares.
End of Round
Cob's attack goes wide as McGee momentarily loses control of his stomach and lets go of one of the ropes maintaining the sail. The Everingham rocks for a brief moment, but that sudden movement is enough to cause Cob's aim to miss by quite a bit.
New Round
One of the sailors who went below deck quite some time ago returns up the deck with a child in tow. A knife is poised at the child's throat as the sailor drags the child closer to the railing. The sailor grins mockingly, pushing the child closer to the railing. However, the sudden appearance of the child causes the deckhands to lose their concentration. The sails go unmanned for a brief moment and the Cobalt Restitution slows down a bit. Seeing the slowing speed of the ship, the two sailors who were helping with the sails elect to man the ballista again to act as a deterrent. The sailor with the bow also appears to be a little bit disturbed by the threat toward the child that they miss their shot.
{{Seraphis, make your Str roll. If both McGee and Senni succeed, your DC will be 20 because it will be essentially a point-blank range (1 pace away). If either one succeeds, your DC will be 17 (2 paces away). If both fail, your DC will be 15 (3 paces away).
Seraphis tries his best to keep his grip on the helm, having never steered a ship before he is beginning to realize how much skill it actually requires. As the boy is brought out he just looks up in anger "Well looks like your suspicions where right."
OOC:
Strength Check: 13 (9+4)
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Feeling the terror of the children and thirsting for more is one thing, but when the sailor brings a child into view and holds a knife to their throat is quite another. Even as the emotion washes over him, Drexon struggles to focus back on their purpose. To focus on saving the life of the child, all the children. After all, in the act of saving comes more emotion to savour.
He feels the strong urge to reach out to the one with the child and take their life, and yet that urge is purely primal, it comes from another part of him. He is smarter than that, more calculated.
He reaches into his pack and withdraws the Octograph, raising it up and taking a photo of the sailor holding the knife to the terrified child.
"Thank you for the evidence. And you can't deceive us. Spill even a drop of that child's blood before the ritual and your masters will do far worse to you than we could even imagine", he shouts across.
Free Action: Take out Octograph
Action: Use Octograph to take photo for evidence
McGee Dex Check for Sails: 3 (from Lorgar) + 2 (guidance, if I still have) + 10 for: 15
McGee, still feeling some ill effects from the seasickness, tries to focus on the job but isn't sure he's really doing well enough. He hears someone yelling about evidence and a child's blood but he tries to keep his focus upon the sails... Not much he can do besides that at this point anyway.
Dex check 17 (with Lorgar and no guidance). There is not much more he can do at this moment as he doesn't want to risk the child dying (and he can't ready a bonus action)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Cob looks over at the ship ahead and watches the sailor with the child for a moment.
"That won't do." Cob says.
He watches the distance close between the ships and once it's close enough, he flies across the 30' to the other ship.
"You would be best served to run along, I think," Cob says to the sailor holding the child.
If the sailor is within 10' of Cob once he gets to the other side, he'll use Fey Presence to Cause Fear - any other antagonists in that 10' cube would also be subject to the fey presence. If the sailor is more than 10' away Cob will just cast Cause Fear - either way it's a DC15 WIS Save.
New Round
{{McGee and Senni, no need for a sail check. The other ship will attempt to ram. Seraphis, make a Strength/Athletics pilot check to see if you can half this damage. This is a hard check because the ships are only 1 pace away. Make it with an advantage because Lorgar will use the help action. If you want to board the other ship and has no flight, you can make a Dexterity/Acrobatics of DC 10. Boarding takes half your movement because of the height difference between both ships. On a fail, you fall prone on the deck of the other ship.}}
Seeing there is no point in continuing at full speed, the sailor at the helm of the Cobalt Restitution spins the steer hard and shouts for the deckhand to move the sails to the side. The Cobalt Restitution banks hard toward the Everingham, ramming the side of the smaller ship.
Lorgar immediately abandons the sail and tells the other to brace themselves for boarding. He runs toward the helm and helps Seraphis steer the ship away from the Cobalt Restitution. It won't stave off all damage, but it may allow the Everingham to survive from such a collision with the much larger ship.
On board the Cobalt Restitution, Cob's presence causes chaos on the deck of the ship. The sailor who is holding the child sees the error of his approach for the first time. It is not only Cob's presence that terrifies him, but the sound of a rapid knocking steps echo from below the deck only adds to his terror.
"What in the blazes ye' doin', boy?" A shout comes out from below the deck accompanied with the figure of a bugbear dressed in thick naval frock coat and hardened leather. Looking down at the source of the hard knocking step, you see a wooden peg leg replacing the bugbear's left leg. He groans and grunts as the Cobalt Restitution rams the Everingham, rocking both ships. "I leave ye' for but a mo' and yer messing with my Restitution! Hard to find good crew these days."
The bugbear takes a look at the scene and then curses. "This is what I get when hirin' buncha a-holes and mercs to be crew," he grumbles. He pulls out a metal tube from his back and aims it toward the sailor holding the child. A crack of thunder echoes before the head of the sailor burst into a fountain of gore. The metal tube smokes and appear twisted. The bugbear coos and pats the metal tube endearingly. "Tch, shouldn't used that. What a waste. Apologies, mi vida. I'll get you fixed when I've dealt with these people."
The sailor with the bow pulls out a pair of scimitar when the ship crashes with each other. He jumps down to the smaller ship and starts attacking. Unfortunately for him, he miscalculated the distance and falls prone. It takes a bit before he can get his bearing and stands back up.
The other two sailors who manned the ballista also jump down and board the Everingham. They have a better time at it and immediately dash to find a target. One heads straight toward the weaker looking McGee while the other attempts to deal with Senni after seeing that they are the ones who man the Everingham's sail.
{{Go take your action in any order you like, but at the end, give me an initiative roll. We will be following initiative block for the next round. As of now, Sailor 4, the one holding the child, is dead, killed by his own captain for being an annoyance and disregarding order.}}
As the ships crash today, Drexon stands fixed to the deck, looking from the newly appeared captain to the headless sailor and the child now covered in gore. The emotions continue to wash over him, but as the other sailors board the Everingham, he manages quell it temporarily at least.
His first act is to ensure he is protected.
He then looks to see if he can safely jump across to the Cobalt Restitution, moving around out of reach of the sailors and hanging off the side of the ship for now if he can.
Action: Cast Mage Armor
Movement: Onto the side of the Cobalt Restitution and away from the reach of the sailors he can see
Initiative: 8+2=10
(OOC: Asked DM about the movement, will update if he judges it is too far, or if the sailors would get an AoO)
Seraphis tries his best to steer the ship as best as possible listening to Lorgar and his wisdom in steering the ship. Once they are close enough he begins to make his way for the other ship drawing his sword as he reaches the other side looking at the men "Give up now! The only way out of this situation is surrender!"
OOC:
Strength:
915 (Thank you advantage)Acrobatics: 20
Initiative: 10
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9