This post has potentially manipulated dice roll results.
One crossbow bolt takes out the gityhanki, and another passes through the shadow facing Zaius on the sterncastle, taking a wisp of shadow with it.
[Shadows' turn]
The first shadow reaches out a tenebrous limb toward Erma, as the second attacks Zaius. [Strength drain vs Erma:9 for 9 necrotic damage, and your Strength score is reduced by 2 Strength drain vs Zaius:16 for 10 necrotic damage, and your Strength score is reduced by 2]
[Githyanki turn]
The final surviving githyanki, the spelljammer, sees his crewmate fall to Xavier, and how little progress he's made with the breach, and goes for a desperate last-ditch move: he dives for the spelljamming helm and tries to wrest control of the combined ships from Gloix! [This is a spelljammer duel! Gloix and the githyanki jammer each make a Constitution check. Higher roll gets control, loser gets 3 levels of exhaustion, and can't attune to a helm until all exhaustion is cleared. On a tie we re-roll until there's a winner. Githyanki Con check: 3]
Erma sees the attacks being ineffective and pulls back, letting her warhammer fall into the loop on her belt.
She takes a deep breath and hisses at the shadow, "we do NOT LIKE YOUR KIND H E R E !!" (using Channel Divinity: Turn Undead)
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 13). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
(Not sure where the spelljammer duel falls in initiative order. If possible Rel would grant another inspiration die to Gloix or take the help action...)
Roy watches his crew mates battle the Shadows. While loathe to do so on a ship, Roy makes sure his Fire Bolt is ready to go incase his crew mates need the help.
(Not sure where the spelljammer duel falls in initiative order. If possible Rel would grant another inspiration die to Gloix or take the help action...)
[Strictly the duel happens on the githyanki turn, but we're being a little fast and loose with initiative anyway, and as captain I think it's genre-appropriate for you to offer your pilot some words of wisdom/encouragement/advice at such a moment. Gloix, make your Con check with advantage.]
Rel feels a subtle change in the feeling of the ship; a slight vibration of the deck, a flutter of the wind in the sails. Someone is trying to take control of his ship! Looking toward the helm cabin astern, Rel says aloud for Gloix's ship-perception to hear:
Gloix's eyes do the Thri-keen equivalent of going wide as suddenly he is wrestling for control of the helm with the Githyanki! He focuses on the task, mandibles tense with concentration as he struggles to maintain control.
"Mr. Gloix! Easy does it. You are in control. Focus and center yourself. Just close your eyes and breathe, and focus on maintaining control. You can do this!" yells the satyr.
Con Save: Dice rolls not yet available for this section.
[Looks like the forum dice roller is on New Year's holiday. I've rolled the check for you in the game log, and unfortunately I rolled incredibly badly: (1, 2)+3 = 5. Sorry. Your attunement to the helm ends and you gain two levels of exhaustion (disadvantage on skill checks, and your speed is halved). You keep the bardic inspiration d6, since even max on it wouldn't get my terrible roll there.]
Gloix's awareness slams back into his body as he is ejected from the helm.
Erma channels divine energy to repel the shadows. The one in front of her turns to flee, but the one engaged with Zaius on the sterncastle is unaffected. [Rolled shadow saves manually; 1: 11, 2: 18. Shadow 1 will move away from you on its turn.]
[Gloix (now in normal combat), Roy, Xavier and Zaius, you're up]
This post has potentially manipulated dice roll results.
(That's so weird. It showed that message for me, but refreshed to show a 10 for the con and a 5 for the inspiration and now back to the dice rolls not available. Don't drink so heavily on New Year's Eve, dndbeyond)
Gliox is thrown from the helm and staggers, reaching out to grab at the nearest solid spot to steady himself. He focuses back at the helm with the Githyanki in control and clacks out a spell!
Action: Cast Sleep at a point where only the Githyanki can be effected if possible. It's a 20 ft radius from a spot so up and above or something to make just him in the sphere if that can be done.
[So there's some line of sight trickiness here, since the githyanki spelljammer is inside the bridge and I don't think you can see him without moving up toward the breach where your ship is jutting into theirs. So let me know if you want to change any of the following:]
Gloix, slightly unsteady on his feet after being forcibly removed from the helm, runs out onto the main deck. Ignoring the shadow being fought by Erma and a crewmate, he aims a spell at the breach in the other ship's deck, all the way at the front of the ship. The spell's effect enters the breach, and the spelljammer within slumps forward on his helm, unconscious. Fortunately for Xavier, his elven fey ancestry protects him from the effect. A moment later, Roy runs up to the breach and hurls a spell through it, taking the enemy spelljammer from dreaming to dead.
[That takes care of all the githyanki (well, some are technically still alive, but out of the fight: one asleep on your deck, and two gently drifting away into space); just the shadows to deal with now. Xavier and Zaius are up!]
[So there's some line of sight trickiness here, since the githyanki spelljammer is inside the bridge and I don't think you can see him without moving up toward the breach where your ship is jutting into theirs. So let me know if you want to change any of the following:]
Gloix, slightly unsteady on his feet after being forcibly removed from the helm, runs out onto the main deck. Ignoring the shadow being fought by Erma and a crewmate, he aims a spell at the breach in the other ship's deck, all the way at the front of the ship. The spell's effect enters the breach, and the spelljammer within slumps forward on his helm, unconscious. Fortunately for Xavier, his elven fey ancestry protects him from the effect. A moment later, Roy runs up to the breach and hurls a spell through it, taking the enemy spelljammer from dreaming to dead.
[That takes care of all the githyanki (well, some are technically still alive, but out of the fight: one asleep on your deck, and two gently drifting away into space); just the shadows to deal with now. Xavier and Zaius are up!]
Is there a doorway or window to the bridge? Can Roy send it through there to create a distraction and break the jammer’s concentration?
This post has potentially manipulated dice roll results.
Zaius feels the slight tremor of the deck from the spelljammer duel as well and looks up in surprise as Gloix races on deck. Keeping his attention on the shadow to his front, he slices across the creature with his scimitar. “Cap’n! We need to get out of the shadows of this asteroid. Keep us in the light and maybe we can get these two shadow monsters off our deck. They are tougher than they look!”
Is there a doorway or window to the bridge? Can Roy send it through there to create a distraction and break the jammer’s concentration?
[I don't think so... you rammed them from 'above', crashing the front of your ship through the roof of their bridge, so you're looking at the the top of the roof; the door to their bridge is now 'up' from your point of view and any windows down or to the sides; I don't think wooden ships would typically have skylights (other than the one you punched for them, that is :). However, since the sleep does get their spelljammer out of the fight at least temporarily, I'd allow you to redirect the firebolt to one of the shadows instead if you'd prefer?]
(OOC Now that the enemy spelljammer is dead, can Gloix simply re-occupy the helm? Or is it more complicated than that?)
[Unfortunately not, per rules-as-written, "they can’t attune to any spelljamming helm until all levels of exhaustion are removed from them." Good thing you had someone else take the training as a backup! I think you would probably guess that there's not a lot of this training exercise to go after this big fight...]
Is there a doorway or window to the bridge? Can Roy send it through there to create a distraction and break the jammer’s concentration?
[I don't think so... you rammed them from 'above', crashing the front of your ship through the roof of their bridge, so you're looking at the the top of the roof; the door to their bridge is now 'up' from your point of view and any windows down or to the sides; I don't think wooden ships would typically have skylights (other than the one you punched for them, that is :). However, since the sleep does get their spelljammer out of the fight at least temporarily, I'd allow you to redirect the firebolt to one of the shadows instead if you'd prefer?]
No worries, everything turned out fine with how you played it.
This post has potentially manipulated dice roll results.
Hey Mr DM man, am I within 35 ft of one of the shadows? Cause if so Xavier will one over, take a swing with his staff, then plant his staff on the ground and fire a kick at it's head area"
To hit 10 Damage: 9
To hit (unarmed) 10 Damage: 8
Rollback Post to RevisionRollBack
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One crossbow bolt takes out the gityhanki, and another passes through the shadow facing Zaius on the sterncastle, taking a wisp of shadow with it.
[Shadows' turn]
The first shadow reaches out a tenebrous limb toward Erma, as the second attacks Zaius.
[Strength drain vs Erma:9 for 9 necrotic damage, and your Strength score is reduced by 2
Strength drain vs Zaius:16 for 10 necrotic damage, and your Strength score is reduced by 2]
[Githyanki turn]
The final surviving githyanki, the spelljammer, sees his crewmate fall to Xavier, and how little progress he's made with the breach, and goes for a desperate last-ditch move: he dives for the spelljamming helm and tries to wrest control of the combined ships from Gloix!
[This is a spelljammer duel! Gloix and the githyanki jammer each make a Constitution check. Higher roll gets control, loser gets 3 levels of exhaustion, and can't attune to a helm until all exhaustion is cleared. On a tie we re-roll until there's a winner. Githyanki Con check: 3]
Erma sees the attacks being ineffective and pulls back, letting her warhammer fall into the loop on her belt.
She takes a deep breath and hisses at the shadow, "we do NOT LIKE YOUR KIND H E R E !!" (using Channel Divinity: Turn Undead)
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 13). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
(Not sure where the spelljammer duel falls in initiative order. If possible Rel would grant another inspiration die to Gloix or take the help action...)
Roy watches his crew mates battle the Shadows. While loathe to do so on a ship, Roy makes sure his Fire Bolt is ready to go incase his crew mates need the help.
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
[Strictly the duel happens on the githyanki turn, but we're being a little fast and loose with initiative anyway, and as captain I think it's genre-appropriate for you to offer your pilot some words of wisdom/encouragement/advice at such a moment. Gloix, make your Con check with advantage.]
Rel feels a subtle change in the feeling of the ship; a slight vibration of the deck, a flutter of the wind in the sails. Someone is trying to take control of his ship! Looking toward the helm cabin astern, Rel says aloud for Gloix's ship-perception to hear:
Gloix's eyes do the Thri-keen equivalent of going wide as suddenly he is wrestling for control of the helm with the Githyanki! He focuses on the task, mandibles tense with concentration as he struggles to maintain control.
Con Save: 17
Inspiration (I think?): 6
"Mr. Gloix! Easy does it. You are in control. Focus and center yourself. Just close your eyes and breathe, and focus on maintaining control. You can do this!" yells the satyr.
[Looks like the forum dice roller is on New Year's holiday. I've rolled the check for you in the game log, and unfortunately I rolled incredibly badly: (1, 2)+3 = 5. Sorry. Your attunement to the helm ends and you gain two levels of exhaustion (disadvantage on skill checks, and your speed is halved). You keep the bardic inspiration d6, since even max on it wouldn't get my terrible roll there.]
Gloix's awareness slams back into his body as he is ejected from the helm.
Erma channels divine energy to repel the shadows. The one in front of her turns to flee, but the one engaged with Zaius on the sterncastle is unaffected.
[Rolled shadow saves manually; 1: 11, 2: 18. Shadow 1 will move away from you on its turn.]
[Gloix (now in normal combat), Roy, Xavier and Zaius, you're up]
Oh, there were two shadows? That's why there was two attacks on us...
(That's so weird. It showed that message for me, but refreshed to show a 10 for the con and a 5 for the inspiration and now back to the dice rolls not available. Don't drink so heavily on New Year's Eve, dndbeyond)
Gliox is thrown from the helm and staggers, reaching out to grab at the nearest solid spot to steady himself. He focuses back at the helm with the Githyanki in control and clacks out a spell!
Action: Cast Sleep at a point where only the Githyanki can be effected if possible. It's a 20 ft radius from a spot so up and above or something to make just him in the sphere if that can be done.
Sleep HP: 26
Roy hurls a Fire Bolt towards the other ships helm in hopes of distracting the other spelljammer.
Fire Bolt:Attack: 17 Damage: 5
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
[So there's some line of sight trickiness here, since the githyanki spelljammer is inside the bridge and I don't think you can see him without moving up toward the breach where your ship is jutting into theirs. So let me know if you want to change any of the following:]
Gloix, slightly unsteady on his feet after being forcibly removed from the helm, runs out onto the main deck. Ignoring the shadow being fought by Erma and a crewmate, he aims a spell at the breach in the other ship's deck, all the way at the front of the ship. The spell's effect enters the breach, and the spelljammer within slumps forward on his helm, unconscious. Fortunately for Xavier, his elven fey ancestry protects him from the effect. A moment later, Roy runs up to the breach and hurls a spell through it, taking the enemy spelljammer from dreaming to dead.
[That takes care of all the githyanki (well, some are technically still alive, but out of the fight: one asleep on your deck, and two gently drifting away into space); just the shadows to deal with now. Xavier and Zaius are up!]
Is there a doorway or window to the bridge? Can Roy send it through there to create a distraction and break the jammer’s concentration?
Your solution also works :D
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
Zaius feels the slight tremor of the deck from the spelljammer duel as well and looks up in surprise as Gloix races on deck. Keeping his attention on the shadow to his front, he slices across the creature with his scimitar. “Cap’n! We need to get out of the shadows of this asteroid. Keep us in the light and maybe we can get these two shadow monsters off our deck. They are tougher than they look!”
Attack: 21 Damage: 8.
.
(OOC Now that the enemy spelljammer is dead, can Gloix simply re-occupy the helm? Or is it more complicated than that?)
[I don't think so... you rammed them from 'above', crashing the front of your ship through the roof of their bridge, so you're looking at the the top of the roof; the door to their bridge is now 'up' from your point of view and any windows down or to the sides; I don't think wooden ships would typically have skylights (other than the one you punched for them, that is :). However, since the sleep does get their spelljammer out of the fight at least temporarily, I'd allow you to redirect the firebolt to one of the shadows instead if you'd prefer?]
[Unfortunately not, per rules-as-written, "they can’t attune to any spelljamming helm until all levels of exhaustion are removed from them." Good thing you had someone else take the training as a backup! I think you would probably guess that there's not a lot of this training exercise to go after this big fight...]
No worries, everything turned out fine with how you played it.
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
(Sorry, I got lost... where are we in initiative order?)
I'm going to show of just how cool and versatile I am and punch and hit people with my stick
Hey Mr DM man, am I within 35 ft of one of the shadows? Cause if so Xavier will one over, take a swing with his staff, then plant his staff on the ground and fire a kick at it's head area"
To hit 10 Damage: 9
To hit (unarmed) 10 Damage: 8