"Normal for people to bring their family, but you don't believe that is what is going on here, right? Who are these people? How many of them are there and how many more children are on board? Oh, and why didn't the inspection team find them?", Drexon asks the first mate as he watches Cob go to rescue the child that was thrown overboard. The Captain might not be the kidnapper, but he was certainly ruthless.
He stays wary, not engaging without more information, hoping the newcomers and the Captain might disagree about returning to port.
Cob, as you fly to the starboard side of the Cobalt Restitution, you see the child floating calmly on the surface with all his limbs stretched out to have more buoyancy. There is no trace of fear in the child's face, only relief. Something the captain whispered to the child must have calmed him. As you stretch out your hand, the child hesitantly reaches toward it questioningly.
"Are we going back to the ship?" The child asks with great reluctance. "The captain says staying in the water is better. The bad men won't get me here. He's going to save the other children too later when they're closer to shore. I can swim, but I don't know about the others."
With the first mate, he shakes his head at Drexon's query. "Well, not with you chasing us, we don't," the first mate says. "Some rich businessmen from down south. Just the two of them with half a dozen or so kids? And yeah, you can't trust the inspectors there. The harbourmaster is a good seed, but his employees are not so much. Earnings are hard nowadays with the pirates along this coast, and knowing the bad seed is a good way to cut some corners and save money. Makes smuggling goods easier. Man gots to make a living. Didn't know that we're smuggling children, though. Thought they're simple family -- from an orphanage or something."
As the Cobalt Restitution and the Everingham collide once again, the smaller ship trembles and shakes, causing Senni to lose his footing. He stumbles and falls prone. Fortunately, the sailor engaging Senni is also surprised by the sudden lurch and falls prone beside him.
{{Still waiting on Seraphis' dex/acrobatics check and turn.}}
"Nah," Cob answers as he's able to grasp the child's hand. "We'll go to the other ship. We're helping your parents find you. How many more of you are on the ship?"
(Understood if that's too much for 'inter' round chatter).
Seraphis chases down the sailor trying to flee and watches him fall prone. He just looks at the man and holds his sword out blade edge against the man “Yield sir, no need to shed more blood today.”
Action: holding action depending on the sailor 3’s response , if he agrees then Serphis will tie him up and if he disagrees then Serphis will strike him with non-lethal damage.
"The captain just throw a child overboard and the first mate is ordering the deckhand to ram your ship, but here you are wanting to tie me up?" Sailor 3 asks incredulously. "You should get your priority checked there, friend." The sailor, albeit prone, resists when Seraphis goes to tie him.
{{Seraphis, before you make your attack, I need you to make a Strength/Athletics check to see if you manage to chase Sailor 3 to the Cobalt Restitution. There is a significant difference between the height of the deck, and I will need a check because you will be climbing. Sailor 3 failed his check, that's why he is now prone on the deck of the Cobalt Restitution. You want a 15, or else you are also prone beside Sailor 3. If you pass, make your attack. With an advantage because Sailor 3 is prone. If you fail, you don't get the advantage.}}
The captain moves closer toward the first mate, hitting him as if disciplining an errant child. He then takes over the steering of the ship. Under his command, the deckhands seem to work more as a unit, and the ship lurches faster across the water. The first mate hovers beside him, standing ready in case any more threat comes to him.
Quickly standing up after his fall, Sailor 1 continues his attacks toward McGee. He doesn't appear to notice that the Cobalt Restitution is leaving the Everingham and doesn't seem to care much about it. His first strike misses McGee, but his second strike approaches McGee at quite a fatal angle.
Seeing his enemy still disoriented by the fall, Sailor 2 easily picks himself back up and drives his blades right into Senni's prone form. "Handy with that thing, don't you? The boss will be happy to meet you when I bring you to him. He's always looking for interesting people."
As the Cobalt Restitution starts to leave the Everingham, and therefore Cob and the overboard child, the blue-robed person that just came out from under the deck yells angrily at the captain, "What are you doing? Turn back! You have to get the child!"
Before the robed person can continue further, he is stopped by his partner. "Forget the child," the other person says. "Look around. The party that killed Guilleman is on board. Prepare for battle. Remember, spellcasters first and foremost." Without further prompting, the dark-clothed person conjures a long inky-black needle and throws it toward Drexon. For a moment, the needle refuses to come out before it shoots toward Drexon. "Strange," the person says.
Following his partner's suggestion, and seeing that Drexon is the only known spellcaster in sight, the hand of the blue-robed man sparks in the same way that Fenton Guilleman did before he flings both hands toward Drexon. Two beams of lightning race toward Drexon, promising pain.
The Captain will order the deckhand to begin angling the ship away from the Everingham and back toward the harbour.
Sailor 1 Attack McGee: 10 to hit [Miss]; 18 to hit [7 Slashing]
Sailor 2 Attack Senni: 23 to hit [5 Slashing]; 22 to hit [4 Slashing]
Mage 1 Attack Drexon: 7 to hit [Miss]
Mage 2 Attack Drexon: 17 to hit [5 Force]; 18 to hit [7 Force] Each attack of Mage 2 will arc toward another target. If Drexon doesn't use his reaction to counter one of them, the arc from 1st attack will immediately hit Seraphis for 9 Force damage, and the arc from 2nd attack will hit Sailor 3 for 11 Force damage because he will think that Sailor 3 is with you guys. No additional attack roll or saving throw for the arc damages.
{{End of Round. If you have a reaction, this is the time to use it.}}
Drexon watches the twin beams of lightning arc towards him.
"You are accurate with your words at least", he says as a word of magic and a click of his fingers causes a shield to apparate and deflect both of the beams. "I am a spell caster. And so it seems are you two, so same rules apply".
Reaction: Cast Shield - AC 20 for the rest of the round
{{Very nice shield! Negates all the attacks that round. No damage to McGee and Drexon, and the lightning doesn't arc to anyone.}}
As the shield springs up in front of Drexon, there is a moment when it shudders and you fear that it won't be enough to hold the onslaught. But, the lightning bounces off upwards into the sky.
Slowly, the Cobalt Restitution peels away from the Everingham as the wind suddenly picks up. The lightning that just struck the sky seems to be doing something to the weather. Clouds above the ships are beginning to thicken and become darker, faster than usual.
{{At the end of the round, there is now a gap of 5 ft between the Everingham and the Cobalt Restitution.}}
New Round
"Watch it with the magic!" The captain shouts angrily. "If you burn the ship, we're all going down with it!"
Sailor 3 stands up from his position, still trying to resist Seraphis' attempt to attack and tie him up. He appears to be conflicted, but eventually, he chooses the middle option between helping the captain and his employers. He slips away from Seraphis and tries to shove Drexon off of the Cobalt Restitution.
Sailor 3 will shove Drexon. If Drexon resists on the first attempt, he will attempt a second one. So, contested athletics or acrobatics against 6 and 13.
Seraphis' hold action will trigger when Sailor 3 resists and moves away, so make your Attack of Opportunity.
Drexon attempts to twist away from the hands of the sailor trying to push him overboard, managing to do so the first time, but failing to avoid it the second.
McGee is still in a duel with Sailor One and his focus is on his own life and struggle and he is more or less clueless about the rest of the conflict... But he does get a sense that the ships are now separating and he doesn't think that is a good thing for his side. He also hears a suspicious shout and splash and hopes that isn't one of his side! Otherwise he tries to focus and put an end to this sailor who is trying to kill him...
Rapier Attack vs Sailor 1: Nat 1 Bonus Action Rapier Attack: 22 to hit for 6piercing damage plus McGee spends a Bardic Inspiration to add a Defensive Blade Flourish to the attack for an additional 4damage and boosting his AC up to a 21until the start of his next turn...
Sailor 3 groans as Seraphis hits him with the blunt end of his weapon. The pain causes him to slip and fail to fully shove Drexon overboard. However, the second attempt proves more successful as Drexon falls to the water.
Drexon, as you fall into the water, your vision is tinged with red. You blink, and you find yourself falling and splashing into the water. But, the sky is different. It is not filled with budding dark clouds or darkening sky. Instead, streaks of fire slash the sky open. Black smoke rises up from all around and screams of pain and anger cause the surface of the water to shudder. You blink again. The red tinge disappears and the coldness of the sea near winter jolts you back to the ongoing combat.
With a flourish, McGee tricks his opponent with a feint to cause him to open up more. As Sailor 1 overstretches again, McGee flourishes his blade and uses Sailor 1's momentum against him. With a deft movement, McGee disarms the sailor and uses the blade to stab him. The sailor meets his end at the end of his own blade.
{{Sailor 1 is dead. Waiting for Senni's turn.}}
{{As a note for Seraphis, you have a ready action, which uses your reaction slot. You cannot do an attack of opportunity if you have a ready action. I've noted Sailor 3 taking only the ready-action attack damage. Failing the check is supposed to make you prone, but I would argue that you can stand when you make the attack because you are not technically attacking yet during your turn, but waiting for your ready action to trigger.}}
Senni will wince and quickly stand up, striking back at sailor 2 with his quarterstaff, but due to his disorientation from the shuddering misses (10 to hit)
Seeing Drexon fall to the water, the First Mate seems to shake himself a bit. The charm on him is ongoing, but without Drexon in sight, the First Mate becomes emboldened to take action. While Drexon is seen in a friendly enough term, the First Mate cannot ignore the threat that a fully armoured man can bring to his captain and his captain's ship. He pulls out a hand crossbow from his back, aims at Seraphis and shoots. Before the arrow reaches Seraphis, the First Mate throws away the used hand crossbow and charges at him with a long cutlass. While the arrow slips through the gap in Seraphis's armour, the cutlass bounces off of Seraphis' shield just in time.
Meanwhile, on the starboard side of the Cobalt Restitution, Cob manages to convince the child to fly with him back onboard the ship after a little bit of a back and forth. When the voices of the two newcomers are heard, the child struggles and tries to jump back into the ocean. Unfortunately for him, Cob's grip is too strong despite having quite similar stature.
First Mate 1st Attack to Seraphis:23 to hit [7piercing damage] First Mate 2nd Attack to Seraphis: 8 to hit [Miss]
{{Drexon, Cob, and Seraphis, your turn. For Cob, I will say that you managed to convince the child to come back aboard in the previous turn, but after seeing the mages' attack, the child will attempt to jump overboard again. You have your hand on him, but he will try to escape with a 4 Acrobatics roll. So, I need a Strength/Athletics check from you. Should be easy (*me trying to jinx you to make a fail)}}
As Drexon falls, cursing his choice to remain by the edge of the boat, the vision overwhelms him. He surveys the sky with streaks of fire, and attempts to commit what he can to memory. And then he is hit with the icy water, sending a shock through his body.
Self preservation takes over, and he thrashes around for a moment in a panic, trying to twist and turn and get the Cobalt Restitution back in his sights. He spots his hat floating on the water and makes a grab for it, before swimming as fast as he can and reaching out for the hull of the ship. He pulls himself out of the water if he is close enough, and rests against the ship for a moment as the sea water drips off his clothes.
"Damn that was cold", he sends to Cob over the psychic link.
Movement: 35ft towards the Cobalt Restitution (likely halved due to difficult terrain) Action: Dash 35ft towards the Cobalt Restitution (likely halved due to difficult terrain) - Uses Spider Climb racial feature to easily get out the water if he is in range
This post has potentially manipulated dice roll results.
Cob manages to keep the squirming kid from going over the side again but now knows Drexon has decided to go for a swim.
”Do you need help or can you climb back up?” Reed thinks back to the gambler.
Cob looks at the kid. He can’t just leave him here as he’ll probably try and jump over again. For now, while waiting to hear back from Drexon, he keeps one hand on the child and makes a scratchy sound with the fiddle strings across his arm to let the eldritch energy build up.
Once he has a charge, he lets it loose at whatever target he can find (the captain if visible, otherwise one of the sailors - #3?)
With a little bit of difficulty, Drexon gasps out of the water and swims quickly to the side of the Cobalt Restitution. If he didn't break out of his stupor faster, he would have been unable to catch the ship. As it is, he manages to crawl back up the side of the ship. As soon as the sea air hits his nose, there is that tinge of desperation again in the air. The calmness that pervades the child appears to have disappeared, and in its place is another primal fear that brings out such an intoxicating scent.
"What spell?" The child asks incredulously. He starts to struggle even more. "You're with the bad men! You're trying to get me back to them! Let go!"
Seeing the bolt of energy coming toward the captain, the first mate moves in front of it and takes the brunt of the damage.
First MateReaction: Fight for Your Captain! When the first mate is within 5 ft. of the captain, he may use his reaction to take the damage of a successful hit against the captain. He gains a bonus of 1d4 to one of his attack and damage roll on his next turn.
The Child will struggle against Cob's hold from this point forward. Any attack, or spell containing a somatic component, that Cob makes will be at a disadvantage as long as he is holding the child.
"Normal for people to bring their family, but you don't believe that is what is going on here, right? Who are these people? How many of them are there and how many more children are on board? Oh, and why didn't the inspection team find them?", Drexon asks the first mate as he watches Cob go to rescue the child that was thrown overboard. The Captain might not be the kidnapper, but he was certainly ruthless.
He stays wary, not engaging without more information, hoping the newcomers and the Captain might disagree about returning to port.
Action: dodge
Special: Concentration Suggestion
Senni Acrobatics: 9
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Cob, as you fly to the starboard side of the Cobalt Restitution, you see the child floating calmly on the surface with all his limbs stretched out to have more buoyancy. There is no trace of fear in the child's face, only relief. Something the captain whispered to the child must have calmed him. As you stretch out your hand, the child hesitantly reaches toward it questioningly.
"Are we going back to the ship?" The child asks with great reluctance. "The captain says staying in the water is better. The bad men won't get me here. He's going to save the other children too later when they're closer to shore. I can swim, but I don't know about the others."
With the first mate, he shakes his head at Drexon's query. "Well, not with you chasing us, we don't," the first mate says. "Some rich businessmen from down south. Just the two of them with half a dozen or so kids? And yeah, you can't trust the inspectors there. The harbourmaster is a good seed, but his employees are not so much. Earnings are hard nowadays with the pirates along this coast, and knowing the bad seed is a good way to cut some corners and save money. Makes smuggling goods easier. Man gots to make a living. Didn't know that we're smuggling children, though. Thought they're simple family -- from an orphanage or something."
As the Cobalt Restitution and the Everingham collide once again, the smaller ship trembles and shakes, causing Senni to lose his footing. He stumbles and falls prone. Fortunately, the sailor engaging Senni is also surprised by the sudden lurch and falls prone beside him.
{{Still waiting on Seraphis' dex/acrobatics check and turn.}}
"Nah," Cob answers as he's able to grasp the child's hand. "We'll go to the other ship. We're helping your parents find you. How many more of you are on the ship?"
(Understood if that's too much for 'inter' round chatter).
Seraphis chases down the sailor trying to flee and watches him fall prone. He just looks at the man and holds his sword out blade edge against the man “Yield sir, no need to shed more blood today.”
Seraphis waits for the man’s response.
OOC:
Acrobatics check: 17
Movement: board ship and move up to sailor 3
Action: holding action depending on the sailor 3’s response , if he agrees then Serphis will tie him up and if he disagrees then Serphis will strike him with non-lethal damage.
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
"The captain just throw a child overboard and the first mate is ordering the deckhand to ram your ship, but here you are wanting to tie me up?" Sailor 3 asks incredulously. "You should get your priority checked there, friend." The sailor, albeit prone, resists when Seraphis goes to tie him.
{{Seraphis, before you make your attack, I need you to make a Strength/Athletics check to see if you manage to chase Sailor 3 to the Cobalt Restitution. There is a significant difference between the height of the deck, and I will need a check because you will be climbing. Sailor 3 failed his check, that's why he is now prone on the deck of the Cobalt Restitution. You want a 15, or else you are also prone beside Sailor 3. If you pass, make your attack. With an advantage because Sailor 3 is prone. If you fail, you don't get the advantage.}}
The captain moves closer toward the first mate, hitting him as if disciplining an errant child. He then takes over the steering of the ship. Under his command, the deckhands seem to work more as a unit, and the ship lurches faster across the water. The first mate hovers beside him, standing ready in case any more threat comes to him.
Quickly standing up after his fall, Sailor 1 continues his attacks toward McGee. He doesn't appear to notice that the Cobalt Restitution is leaving the Everingham and doesn't seem to care much about it. His first strike misses McGee, but his second strike approaches McGee at quite a fatal angle.
Seeing his enemy still disoriented by the fall, Sailor 2 easily picks himself back up and drives his blades right into Senni's prone form. "Handy with that thing, don't you? The boss will be happy to meet you when I bring you to him. He's always looking for interesting people."
As the Cobalt Restitution starts to leave the Everingham, and therefore Cob and the overboard child, the blue-robed person that just came out from under the deck yells angrily at the captain, "What are you doing? Turn back! You have to get the child!"
Before the robed person can continue further, he is stopped by his partner. "Forget the child," the other person says. "Look around. The party that killed Guilleman is on board. Prepare for battle. Remember, spellcasters first and foremost." Without further prompting, the dark-clothed person conjures a long inky-black needle and throws it toward Drexon. For a moment, the needle refuses to come out before it shoots toward Drexon. "Strange," the person says.
Following his partner's suggestion, and seeing that Drexon is the only known spellcaster in sight, the hand of the blue-robed man sparks in the same way that Fenton Guilleman did before he flings both hands toward Drexon. Two beams of lightning race toward Drexon, promising pain.
{{End of Round. If you have a reaction, this is the time to use it.}}
((McGee once more says "No, no, no, no, no" and waves a hand to cast Shield blocking the attack...))
Drexon watches the twin beams of lightning arc towards him.
"You are accurate with your words at least", he says as a word of magic and a click of his fingers causes a shield to apparate and deflect both of the beams. "I am a spell caster. And so it seems are you two, so same rules apply".
Reaction: Cast Shield - AC 20 for the rest of the round
{{Very nice shield! Negates all the attacks that round. No damage to McGee and Drexon, and the lightning doesn't arc to anyone.}}
As the shield springs up in front of Drexon, there is a moment when it shudders and you fear that it won't be enough to hold the onslaught. But, the lightning bounces off upwards into the sky.
Slowly, the Cobalt Restitution peels away from the Everingham as the wind suddenly picks up. The lightning that just struck the sky seems to be doing something to the weather. Clouds above the ships are beginning to thicken and become darker, faster than usual.
{{At the end of the round, there is now a gap of 5 ft between the Everingham and the Cobalt Restitution.}}
New Round
"Watch it with the magic!" The captain shouts angrily. "If you burn the ship, we're all going down with it!"
Sailor 3 stands up from his position, still trying to resist Seraphis' attempt to attack and tie him up. He appears to be conflicted, but eventually, he chooses the middle option between helping the captain and his employers. He slips away from Seraphis and tries to shove Drexon off of the Cobalt Restitution.
{{McGee and Senni, back to your turn.}}
Drexon attempts to twist away from the hands of the sailor trying to push him overboard, managing to do so the first time, but failing to avoid it the second.
Acrobatics 1: 7+2=9
Acrobatics 2: 8+2=10
Seraphis trips trying to board the boat as he makes his way to the cobalt resolve.
OOC:
Athletics check: 10 (if he has any movement left is it good if he stands)
attack from held action: 24 to hit for 5 non-lethal
attack of opportunity: 23 to hit for 9 non-lethal
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 is still in a duel with Sailor One and his focus is on his own life and struggle and he is more or less clueless about the rest of the conflict... But he does get a sense that the ships are now separating and he doesn't think that is a good thing for his side. He also hears a suspicious shout and splash and hopes that isn't one of his side! Otherwise he tries to focus and put an end to this sailor who is trying to kill him...
Rapier Attack vs Sailor 1: Nat 1
Bonus Action Rapier Attack: 22 to hit for 6 piercing damage plus McGee spends a Bardic Inspiration to add a Defensive Blade Flourish to the attack for an additional 4 damage and boosting his AC up to a 21 until the start of his next turn...
Sailor 3 groans as Seraphis hits him with the blunt end of his weapon. The pain causes him to slip and fail to fully shove Drexon overboard. However, the second attempt proves more successful as Drexon falls to the water.
Drexon, as you fall into the water, your vision is tinged with red. You blink, and you find yourself falling and splashing into the water. But, the sky is different. It is not filled with budding dark clouds or darkening sky. Instead, streaks of fire slash the sky open. Black smoke rises up from all around and screams of pain and anger cause the surface of the water to shudder. You blink again. The red tinge disappears and the coldness of the sea near winter jolts you back to the ongoing combat.
With a flourish, McGee tricks his opponent with a feint to cause him to open up more. As Sailor 1 overstretches again, McGee flourishes his blade and uses Sailor 1's momentum against him. With a deft movement, McGee disarms the sailor and uses the blade to stab him. The sailor meets his end at the end of his own blade.
{{Sailor 1 is dead. Waiting for Senni's turn.}}
{{As a note for Seraphis, you have a ready action, which uses your reaction slot. You cannot do an attack of opportunity if you have a ready action. I've noted Sailor 3 taking only the ready-action attack damage. Failing the check is supposed to make you prone, but I would argue that you can stand when you make the attack because you are not technically attacking yet during your turn, but waiting for your ready action to trigger.}}
Senni will wince and quickly stand up, striking back at sailor 2 with his quarterstaff, but due to his disorientation from the shuddering misses (10 to hit)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Seeing Drexon fall to the water, the First Mate seems to shake himself a bit. The charm on him is ongoing, but without Drexon in sight, the First Mate becomes emboldened to take action. While Drexon is seen in a friendly enough term, the First Mate cannot ignore the threat that a fully armoured man can bring to his captain and his captain's ship. He pulls out a hand crossbow from his back, aims at Seraphis and shoots. Before the arrow reaches Seraphis, the First Mate throws away the used hand crossbow and charges at him with a long cutlass. While the arrow slips through the gap in Seraphis's armour, the cutlass bounces off of Seraphis' shield just in time.
Meanwhile, on the starboard side of the Cobalt Restitution, Cob manages to convince the child to fly with him back onboard the ship after a little bit of a back and forth. When the voices of the two newcomers are heard, the child struggles and tries to jump back into the ocean. Unfortunately for him, Cob's grip is too strong despite having quite similar stature.
{{Drexon, Cob, and Seraphis, your turn. For Cob, I will say that you managed to convince the child to come back aboard in the previous turn, but after seeing the mages' attack, the child will attempt to jump overboard again. You have your hand on him, but he will try to escape with a 4 Acrobatics roll. So, I need a Strength/Athletics check from you. Should be easy (*me trying to jinx you to make a fail)}}
As Drexon falls, cursing his choice to remain by the edge of the boat, the vision overwhelms him. He surveys the sky with streaks of fire, and attempts to commit what he can to memory. And then he is hit with the icy water, sending a shock through his body.
Self preservation takes over, and he thrashes around for a moment in a panic, trying to twist and turn and get the Cobalt Restitution back in his sights. He spots his hat floating on the water and makes a grab for it, before swimming as fast as he can and reaching out for the hull of the ship. He pulls himself out of the water if he is close enough, and rests against the ship for a moment as the sea water drips off his clothes.
"Damn that was cold", he sends to Cob over the psychic link.
Movement: 35ft towards the Cobalt Restitution (likely halved due to difficult terrain)
Action: Dash 35ft towards the Cobalt Restitution (likely halved due to difficult terrain) - Uses Spider Climb racial feature to easily get out the water if he is in range
Cob tries holding onto the child tightly.
“Whoa kid. We just got you out of the water. The captain over there put a spell on you to make you jump in.”
Athletics: 20
Cob manages to keep the squirming kid from going over the side again but now knows Drexon has decided to go for a swim.
”Do you need help or can you climb back up?” Reed thinks back to the gambler.
Cob looks at the kid. He can’t just leave him here as he’ll probably try and jump over again. For now, while waiting to hear back from Drexon, he keeps one hand on the child and makes a scratchy sound with the fiddle strings across his arm to let the eldritch energy build up.
Once he has a charge, he lets it loose at whatever target he can find (the captain if visible, otherwise one of the sailors - #3?)
Eldritch blast: Attack: 25 Damage: 15
With a little bit of difficulty, Drexon gasps out of the water and swims quickly to the side of the Cobalt Restitution. If he didn't break out of his stupor faster, he would have been unable to catch the ship. As it is, he manages to crawl back up the side of the ship. As soon as the sea air hits his nose, there is that tinge of desperation again in the air. The calmness that pervades the child appears to have disappeared, and in its place is another primal fear that brings out such an intoxicating scent.
"What spell?" The child asks incredulously. He starts to struggle even more. "You're with the bad men! You're trying to get me back to them! Let go!"
Seeing the bolt of energy coming toward the captain, the first mate moves in front of it and takes the brunt of the damage.
{{Still waiting for Seraphis.}}
Seraphis begins to engage the first mate in combat swinging his weapon at the man who charged into the fray with him.
OOC:
Attack on first mate: 16 to hit for 10 damage
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