"I can try to focus on what's ahead of us at the helm if I can." he says responding to Lorgar just holding firm to the wheel in front of them trying to keep them on course as they begin to move.
"Not a familiar, just a friend", Drexon replies pointing towards Cob. "Although time is running out on our eyes in the skies capability to keep us informed".
McGee tries to listen in to the other conversations on the ship but with the sounds of the waves and his main focus being on Lorgar and his instructions on what to do with the sails he may miss a comment or two. Still, McGee is dutiful to the commands, reacting swiftly and hopefully accurately...
Dex Check: 3 (from Lorgar) + 2 (guidance) + 17 for 22 total
Under Lorgar's instruction, McGee and Senni quickly positioned the sail to hit the most wind. The ship cruises smoothly over the still coastal water. It is surprisingly quick despite its older appearance and fewer crews.
Meanwhile, the Cobalt Restitution deck situation is becoming a bit more chaotic. At the sight of Cob, the deckhands begin to slack off, choosing to see what Cob is trying to do instead of manning the sails. A bark from the sailor at the steering wheel barely jolts them out of their reverie, but it makes the armed sailors take action. It takes some time before the armed people manage to usher the deckhands back to their chores. Unfortunately, the ship is now sailing a bit slower than before.
{{Everingham moves 6 paces while Cobalt Restitution moves 4 paces (using 2 Actions to move an extra 1 pace). The distance between the two is now 6 paces. Cob, with a dash, you are now 6 paces behind Cobalt Restitution and 2 paces in front of Everingham. If you want to land on the Everingham on the next round, make a Dex check.}}
{{If no one is doing any more action, McGee and Senni, roll another Dex for the sail.}}
Cob curses the wind the Cobalt seems to have found that’s letting them keep ahead of him.
Seeing the others on the deck of the other ship coming up quickly, Cob decides to try landing there and to either help with the manning of the ship or make use of its speed to let him fire on the Cobalt again.
Cob flies and catches up with the Everingham instead of continuing his pursuit of the Cobalt Restitution. The wave starts to pick up just as Cob is about to land on the deck. The Everingham jolts upwards a little, causing Cob to land early, stumble, and fall. You feel a slight twinge of pain on your ankle from the fall and on your wing from the prolonged flight.
{{Cob, take 4 damage from your not-quite-perfect landing on the deck of the ship.}}
McGee is paying no attention to the other ship, his focus is solely on the instructions being shouted to him... And maybe a bit on keeping his last meal in his stomach where it belongs.
Dex Check for sails: 3 (from Lorgar) + 2 (guidance) + 15 (rolled) for 20
Cob swears heartily in Sylvan, a language he really only speaks at the level of a child despite it being his first, though he managed to pick up a substantial number of curses over the years.
He hops up and waves at Drexon. “I’ve never landed on a moving ship before. It was harder than I expected. Can we catch them in this thing?”
Cob then looks towards the bow and looks for a spot he can use to snipe at the ship ahead.
Seraphis continues to hold onto the helm for if they get in choppy waters as he begins to look out trying to spot anything "Don't know how you all are doing it, it's very hard to see out here right now." he says
Senniglances around for something to catapult towards the Cobalt, but seeing nothing, aims to get closer instead. He is getting the hang of the sails now. (Dex check, 26including guidance and Lorgar)
"I have a contraption that can fire a small projectile at the other ship, sort of like a cannon. I have tried it with pebbles but clearly there are none on the boat. If anyone has anything I can launch it."
Seraphis looks to Drexon "If your friend is using magic to talk with you, maybe he could use it to set the sails of that ship on fire. Help cause a distraction and slow it down."
Cob assumes everyone has the ship under control since they managed to get it that far without him. If Cob can get up to the bow of the ship, and they're within 120' of the Cobalt, he'll target the sails again (Eldritch Blast16 to hit for 13 force damage).
Drexon looks to Seraphis and points at Cob, who is firing force bolts.
"It's not fire, but it's what he knows", he says.
"By the way Cob, the harbourmaster requested we hold off until we are past the reef, so he doesn't have to come to the aid of the Cobalt Restitution", he adds to the fairy.
He begins to root around for torches in case they go with that plan when the time comes.
{{New round. The Everingham is now 4 paces away from the Cobalt Restitution. So, yes, Cob can attack the ship. You will cross the reef in 2 rounds. We have the next round, and then at the beginning of the subsequent round after that, you're out of the barrier reef.}}
The ship lurches briefly when Seraphis tries to get a better eye on where the ship should go. While the water is quite calm, it is far enough out of the coast that the wave starts to bulge suddenly. It is quite easy to surmise that the water will only get choppier the further from the coast they go, especially with the rolling dark clouds on the horizon.
As the Everingham grows closer to the Cobalt Restition, Cob launches a bolt of energy toward the sails. It doesn't have as much impact as expected. While it leaves a massive hole in the main sail, you notice that a deckhand quickly pulls himself up the mast and releases another sail that was still wrapped up before.
With the attack started by the party on the Everingham, the four armed sailors on the Cobalt Restitution began to move toward the side ballista. It is as if permission has been given to them to counter. Two of them man the ballista, but they appear to disagree with each other and spend most of their time arguing. Their shot goes too low, plunging into the water just in front of the Everingham. Another one elects to pull out a bow from behind their back and unleashes an arrow toward Cob and another toward the Seraphis. While the both strikes true, The last sailor disappears below deck.
Sailor 3 Longbow to Cob: 22 to hit; 6 piercing. Sailor 3 Longbow to Seraphis: 20 to hit; 9 piercing.
{{If we have nothing else for this round, we can move to another round. Senni and McGee, roll your Dex. This time, Amber will not be giving out a Guidance. Instead, she will crouch down and cast Barkskin on the ship. The Everingham's AC is now 16. This is not the spell's intended use as per the description, but I'm giving this to you because I suddenly changed the ships' stat block.}}
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"I can try to focus on what's ahead of us at the helm if I can." he says responding to Lorgar just holding firm to the wheel in front of them trying to keep them on course as they begin to move.
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
"Not a familiar, just a friend", Drexon replies pointing towards Cob. "Although time is running out on our eyes in the skies capability to keep us informed".
"Good to have you with us, Senni".
"He is dying? Oh no! If we can catch him I can try heal him for you."
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
McGee tries to listen in to the other conversations on the ship but with the sounds of the waves and his main focus being on Lorgar and his instructions on what to do with the sails he may miss a comment or two. Still, McGee is dutiful to the commands, reacting swiftly and hopefully accurately...
Dex Check: 3 (from Lorgar) + 2 (guidance) + 17 for 22 total
"No, not dying. Let's just focus on rescuing children, ok Senni", Drexon replies.
Under Lorgar's instruction, McGee and Senni quickly positioned the sail to hit the most wind. The ship cruises smoothly over the still coastal water. It is surprisingly quick despite its older appearance and fewer crews.
Meanwhile, the Cobalt Restitution deck situation is becoming a bit more chaotic. At the sight of Cob, the deckhands begin to slack off, choosing to see what Cob is trying to do instead of manning the sails. A bark from the sailor at the steering wheel barely jolts them out of their reverie, but it makes the armed sailors take action. It takes some time before the armed people manage to usher the deckhands back to their chores. Unfortunately, the ship is now sailing a bit slower than before.
{{Everingham moves 6 paces while Cobalt Restitution moves 4 paces (using 2 Actions to move an extra 1 pace). The distance between the two is now 6 paces. Cob, with a dash, you are now 6 paces behind Cobalt Restitution and 2 paces in front of Everingham. If you want to land on the Everingham on the next round, make a Dex check.}}
{{If no one is doing any more action, McGee and Senni, roll another Dex for the sail.}}
Cob curses the wind the Cobalt seems to have found that’s letting them keep ahead of him.
Seeing the others on the deck of the other ship coming up quickly, Cob decides to try landing there and to either help with the manning of the ship or make use of its speed to let him fire on the Cobalt again.
Dex Check: 8
Cob flies and catches up with the Everingham instead of continuing his pursuit of the Cobalt Restitution. The wave starts to pick up just as Cob is about to land on the deck. The Everingham jolts upwards a little, causing Cob to land early, stumble, and fall. You feel a slight twinge of pain on your ankle from the fall and on your wing from the prolonged flight.
{{Cob, take 4 damage from your not-quite-perfect landing on the deck of the ship.}}
McGee is paying no attention to the other ship, his focus is solely on the instructions being shouted to him... And maybe a bit on keeping his last meal in his stomach where it belongs.
Dex Check for sails: 3 (from Lorgar) + 2 (guidance) + 15 (rolled) for 20
"Whoa, Cob, you alright?", Drexon asks as he sees the fairy land awkwardly.
He carries on his duties as helper as well.
Cob swears heartily in Sylvan, a language he really only speaks at the level of a child despite it being his first, though he managed to pick up a substantial number of curses over the years.
He hops up and waves at Drexon. “I’ve never landed on a moving ship before. It was harder than I expected. Can we catch them in this thing?”
Cob then looks towards the bow and looks for a spot he can use to snipe at the ship ahead.
"I certainly hope so. Lorgar over there seems to think it is possible" Drexon replies to Cob.
He renews the telepathic link with Cob, but does not mentally communicate at this time.
Seraphis continues to hold onto the helm for if they get in choppy waters as he begins to look out trying to spot anything "Don't know how you all are doing it, it's very hard to see out here right now." he says
OOC:
Perception check: 7 (4+3)
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
Senni glances around for something to catapult towards the Cobalt, but seeing nothing, aims to get closer instead. He is getting the hang of the sails now. (Dex check, 26 including guidance and Lorgar)
"I have a contraption that can fire a small projectile at the other ship, sort of like a cannon. I have tried it with pebbles but clearly there are none on the boat. If anyone has anything I can launch it."
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
"Perhaps we could light a torch and catapult that at the sails over there?", Drexon suggests to Senni.
Seraphis looks to Drexon "If your friend is using magic to talk with you, maybe he could use it to set the sails of that ship on fire. Help cause a distraction and slow it down."
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
"Fire? Sure, fire works. If you can get it that far and it stays lit..." McGee calls out.
Cob assumes everyone has the ship under control since they managed to get it that far without him. If Cob can get up to the bow of the ship, and they're within 120' of the Cobalt, he'll target the sails again (Eldritch Blast 16 to hit for 13 force damage).
Drexon looks to Seraphis and points at Cob, who is firing force bolts.
"It's not fire, but it's what he knows", he says.
"By the way Cob, the harbourmaster requested we hold off until we are past the reef, so he doesn't have to come to the aid of the Cobalt Restitution", he adds to the fairy.
He begins to root around for torches in case they go with that plan when the time comes.
{{New round. The Everingham is now 4 paces away from the Cobalt Restitution. So, yes, Cob can attack the ship. You will cross the reef in 2 rounds. We have the next round, and then at the beginning of the subsequent round after that, you're out of the barrier reef.}}
The ship lurches briefly when Seraphis tries to get a better eye on where the ship should go. While the water is quite calm, it is far enough out of the coast that the wave starts to bulge suddenly. It is quite easy to surmise that the water will only get choppier the further from the coast they go, especially with the rolling dark clouds on the horizon.
As the Everingham grows closer to the Cobalt Restition, Cob launches a bolt of energy toward the sails. It doesn't have as much impact as expected. While it leaves a massive hole in the main sail, you notice that a deckhand quickly pulls himself up the mast and releases another sail that was still wrapped up before.
With the attack started by the party on the Everingham, the four armed sailors on the Cobalt Restitution began to move toward the side ballista. It is as if permission has been given to them to counter. Two of them man the ballista, but they appear to disagree with each other and spend most of their time arguing. Their shot goes too low, plunging into the water just in front of the Everingham. Another one elects to pull out a bow from behind their back and unleashes an arrow toward Cob and another toward the Seraphis. While the both strikes true, The last sailor disappears below deck.
{{If we have nothing else for this round, we can move to another round. Senni and McGee, roll your Dex. This time, Amber will not be giving out a Guidance. Instead, she will crouch down and cast Barkskin on the ship. The Everingham's AC is now 16. This is not the spell's intended use as per the description, but I'm giving this to you because I suddenly changed the ships' stat block.}}