For a brief moment, Cob wonders if his power has grown such that trying to cause fear in others will cause a head to explode. But then he links it to the bugbear and nods.
He targets the bugbear, draws upon the energy gifted by the Fool, and puts a Hex on the bugbear, putting him at disadvanatge on Strength checks.
Cob then floats up into the air, 30', strums the fiddle and lets a bolt of eldritch energy strike out at the bugbear.
When the ships collide McGee goes sprawling a bit having been totally unprepared for the impact. It doesn't take him long, however, to get up and take a look around at the chaos in progress. The ships have run into one another, raiders are climbing aboard each others ships... Whatever happens, McGee suspects he is needed elsewhere than on the sails for the time being...
Scanning the deck even as he moves to the area where the ships abut, McGee picks out his target. Or rather, his target seems to have picked him as one of the childnappers is heading straight for him. Drawing his swords, McGee engages!
Rapier Attack: 19 to hit for 9piercing damage Bonus Action Rapier Attack: 9to his for 12piercing damage
Senni will respond to the enemy charging towards him by pulling a vial out of his pouch, quickly shaking it up to build pressure and then opening it. A stream of highly toxic liquid fires out towards the enemy approaching (assuming they aren't in melee yet, otherwise he will do something else) 18to hit, 3poison damage and they need to make a DC15 con save or be poisoned until the end of my next turn.
Following the curvature of the Cobalt Restitution, the Everingham shifts its sails drastically to catch a full wind. The rudder of the ship creaks as it is turned to the extreme, but it causes most of the damage from the ramming Cobalt Restitution to be bled off. Still, the loud thump and crack from the ramming deal quite significant damage to both ships.
Despite not presenting a violent front, the captain of the ship takes Cob's attack on him with barely a grunt. Instead, there is an exasperation on his face as if he doesn't really want to fight, but must.
McGee immediately engages one of the sailors and manages to stab the sailor with one of his rapiers. He tries to swing another one, but the pirate also has a scimitar in hand and blocks the attack.
The second sailor tries to dodge away from the streaming strange liquid from Senni, but cannot move quickly enough before the liquid splashes at him. He gags and chokes for a few moments, but quickly regains his bearing.
Ship Ramming Damage: 30 ft. * ram factor = 30 * 2 = 60. Halved from successful navigation reaction: 30 bludgeoning damage to both the hull of the Cobalt Restitution and the Everingham.
Sailor 2 Con save: 19
Positioning: - Sailor 1 in Melee with McGee, closer to the front of the ship - Sailor 2 about 10 ft from Senni, or 15-20 ft from the others, close to the main sail mast - Sailor 3 about 10 ft from Seraphis, or 15-20 ft from the others, close to the helm - First Mate about 20 ft from Cob, still at the helm - Captain about 15 ft from Cob, near the main sail mast, with a child directly beside him.
Round #1
After regaining his bearing, the sailor who shot at the Everingham put away his bow and pulled out a mean-looking serrated sword from his hip. He heads toward Drexon first, thinking that he is the weaker one as he is not wearing any armour, but backtracks when he sees Drexon holding out to the side of the ship with only the sole of his foot. He definitely will not attack someone who can walk vertically with magic. Instead, he focuses on Seraphis.
Sailor 3Multiattack Seraphis: 10 to hit [Miss]; 23 to hit [8 slashing]
Senni pulls out two small vials that contain slightly different reagents. Harmless separately but cause immense heat when mixed. He loads them up into a small contraption on his arm, points it at Sailor 2 and pulls a trigger firing both vials at him. They break on impact, (24to hit) causing an exothermic reaction to burn his skin (8 fire damage)
McGee presses his attack on the pirate. He is a pirate, right? he wonders. Officially? Boarding another ship at sea makes one a pirate, doesn't it? Or does theft need occur? And I do suppose they could argue self defense since we were pursuing them... But if the do have kidnapped children about... His stream of consciousness aside, McGee swings again and again hoping to put this potential pirate down before it can even offer a counter-attack.
Rapier Attack vs Sailor 1: 15to hit for 8piercing damage BA Rapier Attack vs Sailor1: 19to hit for 5damage
If McGee does happen to put his opponent down he will then run after the next raider that he can lay eyes on (probably sailor 2?) with his 40ft move speed, boosted by Blade Flourish...
The first sailor parries McGee's first attack easily but becomes a little overwhelmed when the ship rocks a bit. McGee takes the chance to stab the sailor with another blade, finding some chink in the sailor's armour. You get the feeling that this is not a sailor in the sense that they are often found on a ship working the sails and handling ropes. There is a high chance that this is a hired hand who just happens to be hired to work in the defence of a ship.
The second sailor curses when the fire Senni sent starts to engulf the shirt and cloak he is wearing. He tries to flap away the flame to no avail and starts to take them off hurriedly.
"Careful with the flame, boy!" Lorgar shouts over the din of battle. "Don't aim it here! Aim it to the other ship if you can! Just be careful not to burn both ships. We don't want to have to swim the rest of the way to the shore with children in tow."
Seeing his captain being attacked, the first mate abandons his post at the helm and draws a hand crossbow and a sword. He rushes toward Cob and shoots a bolt of his crossbow. Cob easily dodges away, but the shot appears to be deliberate as a blade immediately follows, slashing a long gash on Cob.
First Mate 1st Attack: Crossbow to Cob: 10 to hit [Miss] First Mate 2nd Attack: Longsword to Cob: 16 to hit [8 slashing]Out of Range
{{Seraphis, Drexon, Cob, your turn. Still cannot get you a map, but I will say that if you move between ships, make a Dexterity/Acrobatics check if you can't Spider Walk or Fly or any other feature that allows you to bypass difficult terrain easily. Other than that, you can go into melee with anyone of your choice with your movement.}}
Cob dodges the crossbow bolt and thanks his luck for being out of range of the longsword of the First Mate. For a moment he wonders if he misjudged the captain, but then realizes, no, if the captain was an honest peaceful person he probably wouldn't be letting his ship be used to transport stolen children.
Cob focuses his energy and again lets the eldritch blast race towards the bugbear again (9+7=16 to hit for 9+5 = 14 force damage plus 1 necrotic from Hex and bugbear is still at disadvantage on STR checks)
Drexon crawls up over the lip of the ship, and sees the captain and first mate defending the vessel.
"Order your men to stand down, take this ship back to port, tell us exactly what is going on here with the children on board and answer any other questions we might have honestly", he suggests to the pair.
He then renews his telepathic link to Cob, with a view of warning him not to attack if his spell works.
Movement: Just enough to see over the lip of the ship Action: Cast Suggestion using twinned meta magic on both the Captain and the First mate - DC 15 Wis Save Bonus Action: Telepathic Link on Cob Special: Concentration on Suggestion (Captain and first Mate), Telepathic Link to Cob
"Tis' why I don't take shady jobs," the bugbear captain says. He turns toward the first mate who looks at him sheepishly. "Tis' yer fault." He makes a wide circling motion with his hand and begins dragging the child beside him to the ship's starboard side. Along the way, he shouts down below the deck, "One o' yer boys threw a child overboard. I'm not getting 'im. You do it." Before anyone can do anything, he whispers something to the child and throws the child into the sea.
As the one closest to the child, Drexon can feel the fear decrease a little from the child after the captain's whisper. There is still an underlying sense of dread wafting off of the child, but whatever the captain says to the child somehow alleviates some of the more primal fear.
Everyone on the deck can hear cursing coming from under the deck before two figures rush to the deck. Seeing the situation, they growl and begin to take a more offensive stance. One is a middle-aged man dressed in a blueish noble attire with darker accents, while the other is a humanoid figure clad from head-to-toe with dark clothing, including their face.
The sailor engaging Seraphis dodges away from Seraphis' blade and starts to get closer to him. It will take most of Seraphis' focus to keep the sailor at bay. Fortunately, with both ships quite attached, there is no need to maintain a position at the helm.
Heavily injured, the two sailors engaging Senni and McGee continue their advances with more fervour. The sailor engaging McGee manages to find some purchase with his attacks, but the other becomes so distracted with his burning clothes from Senni that he can't really focus on attacking Senni.
Captain Wis Save: 19 First Mate Wis Save: 4 [Fail]
Captain Action: Throws the child beside him off to the starboard side of the ship.
Sailor 1 Attack: 1st Attack to McGee: 20 to hit [9 slashing]; 2nd Attack to McGee: 20 to hit [9 slashing]
Sailor 2 Attack: 1st Attack to Senni: 7 to hit [Miss]; 2nd Attack to Senni: 11 to hit [Miss]
At the end of the round, two more enemies come up from below deck. They are standing in the middle of the Cobalt Restitution, at the mouth of the stairs leading below deck.
{{I will leave this here for 24 hours in case any of you want to do a reaction. If not, I will continue to the top of the next round.}}
Eyes going wide as he realizes he's missed a beat and his foes is about to land a couple good blows upon him, McGee gestures and utters an arcane profanity and summons a shield to protect himself.
A barrier of magic springs up in front of McGee just as the blades of the sailor are near. The blades bounce off of the barrier, causing the sailor to stumble back a bit. Unfortunately, the barrier doesn't last long and disappears as quickly as it appears.
New Round
The sailor engaging Seraphis looks toward his shouting captain and hesitates a little before slowly backing away from Seraphis. He bolts back toward the Cobalt Restitution, dodging any retaliatory attack from Seraphis. He barely boards back to the Cobalt Restitution, falling prone at the edge of the ship's deck after the climb. He tilts his head toward Drexon and murmurs something about unfairness after seeing the effortless way Drexon dangles on the ship's side. The other two sailors engaging Senni and McGee don't appear to heed whatever code the captain shouted to cause the third sailor to return.
Sailor 3: Disengage and board back to the Cobalt Restitution
Senni, not liking being in melee will attempt to hit the sailor with his quarterstaff, surprising himself with how easily he is able to do this, despite being smaller than the pirate. Using the height difference, he quickly brings the staff up in between the sailors legs with his one free hand, his other hand still holding his tools (relevant for versatile damage).
Nat 20: 23 to hit, 7 damage
He then commands Petal to attack, at which point it fills up with magical liquid which blasts out towards the sailor in a jet of pure force, (probably) going wide (9to hit)
McGee presses on against Sailor 1, determined to put the scoundrel down now that they came so close to actually injuring himself... McGee doesn't take kindly to being so injured.
Rapier Attack: Nat 1 Bonus Action Rapier Attack: 22 to hit for 9 piercing damage and
(If, perchance, the sailor goes down from this attack then McGee scans the area for his next opponent. He would then go after whichever was closer, Sailor 2 or 3, with his movement.)
{{Senni, I edited your damage to 12 because we're using a different crit rule. I took the max 6 damage and added your first roll of 5 before adding 1 from the modifier.}}
A sharp yelp sounds from where Senni is fighting. The sailor almost folds into himself as Senni's quarterstaff hits near his privates. Fortunately for the sailor, it causes Petal's attack to miss him. Small mercies.
After seeing the magical barrier, the sailor engaging McGee becomes more calculating. Instead of rushing in, he waits and reacts. It is the correct decision as he sees McGee's attack a mile away and easily dodges it. Unfortunately, his overconfidence in dodging the first attack doesn't afford him the same leeway when the rapier returns for another quick stab. The sailor groans in pain, but he is still standing.
Heeding the strange suggestion in his mind and his own captain's word, the first mate walks toward Drexon. "Look, mate, I don't really want to fight because I'm still a bit hangover," the first mate says to Drexon. "Good idea on the turning back, but Captain's order kind of comes in front of yours. So, lucky for you, the cap wants to return back. Unlucky for you, I have an obligation to defend him and you and your friends are kinda threatening right now however good your intention is. But, you might wanna focus your frustration on those two guys who just came up from below deck. Children's theirs and we're just helping them transport. This a transport vessel, people and goods. Normal for a family bringing their children. More people to transport more income for us." The first mate continues toward the helm and spins the steering wheel harder to the left. He yells toward the deckhands who have been keeping away from the fight and the Cobalt Restitution begins to push more against the Everingham, shaking the smaller ship.
{{I need Senni, McGee, and Seraphis to make a Dex/Acrobatics check. I'll make one too for Sailor 1 and Sailor 2.}}
This post has potentially manipulated dice roll results.
Cob looks to focus on the captain again but the kid in the water is a fair wrinkle in that plan. He dives down towards the water, holding his hands out to grab what is hopefully a floating or swimming child (Straight roll - not sure what skill to use, but at Advantage from Drexon's Silvery Barbs: 5 )
For a brief moment, Cob wonders if his power has grown such that trying to cause fear in others will cause a head to explode. But then he links it to the bugbear and nods.
He targets the bugbear, draws upon the energy gifted by the Fool, and puts a Hex on the bugbear, putting him at disadvanatge on Strength checks.
Cob then floats up into the air, 30', strums the fiddle and lets a bolt of eldritch energy strike out at the bugbear.
Bonus Action - Cast Hex on bugbear
Action - Eldritch Blast at bugbear (17+7) = 24 to hit for (9+5) = 14 force damage plus 3 necrotic from Hex
When the ships collide McGee goes sprawling a bit having been totally unprepared for the impact. It doesn't take him long, however, to get up and take a look around at the chaos in progress. The ships have run into one another, raiders are climbing aboard each others ships... Whatever happens, McGee suspects he is needed elsewhere than on the sails for the time being...
Scanning the deck even as he moves to the area where the ships abut, McGee picks out his target. Or rather, his target seems to have picked him as one of the childnappers is heading straight for him. Drawing his swords, McGee engages!
Rapier Attack: 19 to hit for 9 piercing damage
Bonus Action Rapier Attack: 9 to his for 12 piercing damage
Initiative: 11
Senni will respond to the enemy charging towards him by pulling a vial out of his pouch, quickly shaking it up to build pressure and then opening it. A stream of highly toxic liquid fires out towards the enemy approaching (assuming they aren't in melee yet, otherwise he will do something else) 18 to hit, 3 poison damage and they need to make a DC15 con save or be poisoned until the end of my next turn.
Initiative: 16
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
(Cob Initiative: 9 )
Following the curvature of the Cobalt Restitution, the Everingham shifts its sails drastically to catch a full wind. The rudder of the ship creaks as it is turned to the extreme, but it causes most of the damage from the ramming Cobalt Restitution to be bled off. Still, the loud thump and crack from the ramming deal quite significant damage to both ships.
Despite not presenting a violent front, the captain of the ship takes Cob's attack on him with barely a grunt. Instead, there is an exasperation on his face as if he doesn't really want to fight, but must.
McGee immediately engages one of the sailors and manages to stab the sailor with one of his rapiers. He tries to swing another one, but the pirate also has a scimitar in hand and blocks the attack.
The second sailor tries to dodge away from the streaming strange liquid from Senni, but cannot move quickly enough before the liquid splashes at him. He gags and chokes for a few moments, but quickly regains his bearing.
Round #1
After regaining his bearing, the sailor who shot at the Everingham put away his bow and pulled out a mean-looking serrated sword from his hip. He heads toward Drexon first, thinking that he is the weaker one as he is not wearing any armour, but backtracks when he sees Drexon holding out to the side of the ship with only the sole of his foot. He definitely will not attack someone who can walk vertically with magic. Instead, he focuses on Seraphis.
{{Senni and McGee, it's your turn.}}
Senni pulls out two small vials that contain slightly different reagents. Harmless separately but cause immense heat when mixed. He loads them up into a small contraption on his arm, points it at Sailor 2 and pulls a trigger firing both vials at him. They break on impact, (24 to hit) causing an exothermic reaction to burn his skin (8 fire damage)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
McGee presses his attack on the pirate. He is a pirate, right? he wonders. Officially? Boarding another ship at sea makes one a pirate, doesn't it? Or does theft need occur? And I do suppose they could argue self defense since we were pursuing them... But if the do have kidnapped children about... His stream of consciousness aside, McGee swings again and again hoping to put this potential pirate down before it can even offer a counter-attack.
Rapier Attack vs Sailor 1: 15 to hit for 8 piercing damage
BA Rapier Attack vs Sailor1: 19 to hit for 5 damage
If McGee does happen to put his opponent down he will then run after the next raider that he can lay eyes on (probably sailor 2?) with his 40ft move speed, boosted by Blade Flourish...
The first sailor parries McGee's first attack easily but becomes a little overwhelmed when the ship rocks a bit. McGee takes the chance to stab the sailor with another blade, finding some chink in the sailor's armour. You get the feeling that this is not a sailor in the sense that they are often found on a ship working the sails and handling ropes. There is a high chance that this is a hired hand who just happens to be hired to work in the defence of a ship.
The second sailor curses when the fire Senni sent starts to engulf the shirt and cloak he is wearing. He tries to flap away the flame to no avail and starts to take them off hurriedly.
"Careful with the flame, boy!" Lorgar shouts over the din of battle. "Don't aim it here! Aim it to the other ship if you can! Just be careful not to burn both ships. We don't want to have to swim the rest of the way to the shore with children in tow."
Seeing his captain being attacked, the first mate abandons his post at the helm and draws a hand crossbow and a sword. He rushes toward Cob and shoots a bolt of his crossbow. Cob easily dodges away
, but the shot appears to be deliberate as a blade immediately follows, slashing a long gash on Cob.{{Seraphis, Drexon, Cob, your turn. Still cannot get you a map, but I will say that if you move between ships, make a Dexterity/Acrobatics check if you can't Spider Walk or Fly or any other feature that allows you to bypass difficult terrain easily. Other than that, you can go into melee with anyone of your choice with your movement.}}
Cob dodges the crossbow bolt and thanks his luck for being out of range of the longsword of the First Mate. For a moment he wonders if he misjudged the captain, but then realizes, no, if the captain was an honest peaceful person he probably wouldn't be letting his ship be used to transport stolen children.
Cob focuses his energy and again lets the eldritch blast race towards the bugbear again (9+7=16 to hit for 9+5 = 14 force damage plus 1 necrotic from Hex and bugbear is still at disadvantage on STR checks)
"Seems we've chosen violence." Seraphis says as he joins in the fray charging the nearest enemy to him.
OOC:
Attack on the nearest enemy: 13 (7+6) to hit for 9 (5+4) slashing 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
Drexon crawls up over the lip of the ship, and sees the captain and first mate defending the vessel.
"Order your men to stand down, take this ship back to port, tell us exactly what is going on here with the children on board and answer any other questions we might have honestly", he suggests to the pair.
He then renews his telepathic link to Cob, with a view of warning him not to attack if his spell works.
Movement: Just enough to see over the lip of the ship
Action: Cast Suggestion using twinned meta magic on both the Captain and the First mate - DC 15 Wis Save
Bonus Action: Telepathic Link on Cob
Special: Concentration on Suggestion (Captain and first Mate), Telepathic Link to Cob
"Tis' why I don't take shady jobs," the bugbear captain says. He turns toward the first mate who looks at him sheepishly. "Tis' yer fault." He makes a wide circling motion with his hand and begins dragging the child beside him to the ship's starboard side. Along the way, he shouts down below the deck, "One o' yer boys threw a child overboard. I'm not getting 'im. You do it." Before anyone can do anything, he whispers something to the child and throws the child into the sea.
As the one closest to the child, Drexon can feel the fear decrease a little from the child after the captain's whisper. There is still an underlying sense of dread wafting off of the child, but whatever the captain says to the child somehow alleviates some of the more primal fear.
Everyone on the deck can hear cursing coming from under the deck before two figures rush to the deck. Seeing the situation, they growl and begin to take a more offensive stance. One is a middle-aged man dressed in a blueish noble attire with darker accents, while the other is a humanoid figure clad from head-to-toe with dark clothing, including their face.
The sailor engaging Seraphis dodges away from Seraphis' blade and starts to get closer to him. It will take most of Seraphis' focus to keep the sailor at bay. Fortunately, with both ships quite attached, there is no need to maintain a position at the helm.
Heavily injured, the two sailors engaging Senni and McGee continue their advances with more fervour. The sailor engaging McGee manages to find some purchase with his attacks, but the other becomes so distracted with his burning clothes from Senni that he can't really focus on attacking Senni.
{{I will leave this here for 24 hours in case any of you want to do a reaction. If not, I will continue to the top of the next round.}}
Seeing the Captain is not succumbing to his suggestion, Drexon tries to distract him. He will grant Cob the boon from the attempt.
Reaction: Cast Silvery Barbs on the Captain and give Cob Advantage on his next roll
Eyes going wide as he realizes he's missed a beat and his foes is about to land a couple good blows upon him, McGee gestures and utters an arcane profanity and summons a shield to protect himself.
A barrier of magic springs up in front of McGee just as the blades of the sailor are near. The blades bounce off of the barrier, causing the sailor to stumble back a bit. Unfortunately, the barrier doesn't last long and disappears as quickly as it appears.
New Round
The sailor engaging Seraphis looks toward his shouting captain and hesitates a little before slowly backing away from Seraphis. He bolts back toward the Cobalt Restitution, dodging any retaliatory attack from Seraphis. He barely boards back to the Cobalt Restitution, falling prone at the edge of the ship's deck after the climb. He tilts his head toward Drexon and murmurs something about unfairness after seeing the effortless way Drexon dangles on the ship's side. The other two sailors engaging Senni and McGee don't appear to heed whatever code the captain shouted to cause the third sailor to return.
{{Senni and McGee, your turn.}}
Senni, not liking being in melee will attempt to hit the sailor with his quarterstaff, surprising himself with how easily he is able to do this, despite being smaller than the pirate. Using the height difference, he quickly brings the staff up in between the sailors legs with his one free hand, his other hand still holding his tools (relevant for versatile damage).
Nat 20: 23 to hit, 7 damage
He then commands Petal to attack, at which point it fills up with magical liquid which blasts out towards the sailor in a jet of pure force, (probably) going wide (9 to hit)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
McGee presses on against Sailor 1, determined to put the scoundrel down now that they came so close to actually injuring himself... McGee doesn't take kindly to being so injured.
Rapier Attack: Nat 1
Bonus Action Rapier Attack: 22 to hit for 9 piercing damage and
(If, perchance, the sailor goes down from this attack then McGee scans the area for his next opponent. He would then go after whichever was closer, Sailor 2 or 3, with his movement.)
{{Senni, I edited your damage to 12 because we're using a different crit rule. I took the max 6 damage and added your first roll of 5 before adding 1 from the modifier.}}
A sharp yelp sounds from where Senni is fighting. The sailor almost folds into himself as Senni's quarterstaff hits near his privates. Fortunately for the sailor, it causes Petal's attack to miss him. Small mercies.
After seeing the magical barrier, the sailor engaging McGee becomes more calculating. Instead of rushing in, he waits and reacts. It is the correct decision as he sees McGee's attack a mile away and easily dodges it. Unfortunately, his overconfidence in dodging the first attack doesn't afford him the same leeway when the rapier returns for another quick stab. The sailor groans in pain, but he is still standing.
Heeding the strange suggestion in his mind and his own captain's word, the first mate walks toward Drexon. "Look, mate, I don't really want to fight because I'm still a bit hangover," the first mate says to Drexon. "Good idea on the turning back, but Captain's order kind of comes in front of yours. So, lucky for you, the cap wants to return back. Unlucky for you, I have an obligation to defend him and you and your friends are kinda threatening right now however good your intention is. But, you might wanna focus your frustration on those two guys who just came up from below deck. Children's theirs and we're just helping them transport. This a transport vessel, people and goods. Normal for a family bringing their children. More people to transport more income for us." The first mate continues toward the helm and spins the steering wheel harder to the left. He yells toward the deckhands who have been keeping away from the fight and the Cobalt Restitution begins to push more against the Everingham, shaking the smaller ship.
{{I need Senni, McGee, and Seraphis to make a Dex/Acrobatics check. I'll make one too for Sailor 1 and Sailor 2.}}
{{Drexon, Cob, and Seraphis, it's your turn.}}
Cob looks to focus on the captain again but the kid in the water is a fair wrinkle in that plan. He dives down towards the water, holding his hands out to grab what is hopefully a floating or swimming child (Straight roll - not sure what skill to use, but at Advantage from Drexon's Silvery Barbs: 5 )
McGee Acrobatics: 24