The food Jambiya leaves out is always gone later. A few days in, she spots the winged lizard watching her from not too far away. When they make eye contact, there's a quick flash of the image of the little goblin girl leaving the food out and the feeling of gratitude accompanying it. As the days go by, the lizard becomes more comfortable with Jambiya and will even allow her to touch it, but skitters away when there's too much physical contact. Occasionally, when one of the others is with her, the creature seems more trusting of them, also, but not as trusting. She gets the idea it spends much of its time clinging to the hull of the Nightshade to avoid contact with the humanoids. She never sees it below deck.
When Jambiya mentions the creature to the bosun, he narrows his eyes at her. "You've brought a creature on the Nightshade? Does the captain know?" Jambiya looks a little taken aback, but then says Ebokk saw the lizard fly toward the ship, so he must. Bosun Grout huffs, then moves off to do something else after growling, "I cannot guarantee the safety of anything which puts my crew at risk. If it is spreading disease or stealing food, it will be dealt with immediately."
This post has potentially manipulated dice roll results.
Erric is ready for things to move along! He does try to engage Scrub in conversation and charm him as best he can. (Charisma 9) He's trying to make the sailor more at ease with the group by being helpful and asking him about his life. He'll also try to get a sense of what's really eating at him.
He'll also be talking with each member of the party about the island and how they're doing. He will also ask Ebokk about the same things, and what he thinks about his father now. He really tries to communicate how deeply Ebokk's almost-death hit the group, and how happy they were to revive him. Basically Erric sees the whole world as his therapist and he's eagerly engaging people who may or may not want to talk about such things.
Otherwise he'll just be helpful around the ship and play music for those who enjoy that sort of thing. He'll also clean and practice with his lockpicks and thieves tools, out of view of anyone, embarrassed at how badly he handled them back on the island.
Jambiya takes Eric’s ring almost shyly, but with the assurance that, “We can give it to whomever needs it most when we’re in a jam.” When she’s not trying to woo the little dragon, she’ll hang with Erric. Anafrey’s drinking makes her less of a fun companion. Jambiya will also spend meal prep time, and clean up, with Gramps.
During the trip, Maldorn tells Erric that his relationship with Anafrey has always been limited to interactions at the Hunting Lodge. He has no idea why Anafrey drinks as often as she does and warns the halfling that no one will until she is ready to share. He ends the non-starter conversation with a sentence that feels like it is referring to more people than just the huntress: "Sharing hurts."
Given the opportunity, Maldron also lets Sagitta fly around and be free as much as he'd like out here in the ocean. He is hoping that the little dragon will learn from Sagitta that it is OK to interact with humanoids. He'll even encourage the two critters to play together, if that is something they'd do.
Every now and then, the old ranger will also try to inconspicuously corner Scrub while he is performing a task or another somewhere on the ship. Both Maldorn and Erric have approached the man with a chance to talk, but Maldorn is not quite ready to just shrug off Scrubs' disinterest. He'll try a bit of a different approach when he is sure he can get the two of them alone. Having smoked another pinch of Vanilla Cavendish just before his little planned ambush, Maldorn plays with his daggers and lets Sagitta flutter about menacingly. Then, he suggests: "Want to talk?"
This post has potentially manipulated dice roll results.
Sagitta animal handling: 21
Scrub save: 12
Erric, you try to get Scrub to talk with you. He isn't rude, but he definitely finds ways to avoid you. If you ever do corner him, he immediately says he's busy or bosun Grout seems to come to his rescue, explaining why you need to leave him alone. Ebokk, on the other hand, is happy to talk whether he's busy or not. He waxes on about his father — what a good provider he was, how strong and courageous he was, how much he loved his family. He's very confused how he could have ended up becoming the pirate Flindbar. It is completely contrary to everything he remembers about him. And the part about conspiring with gnolls ... all he can do is shake his head.
Anafrey is fairly absent during the trip ... but this isn't really unusual for her.
Maldorn, Sagitta and the winged lizard have a "we're both winged reptiles" kind of interest in each other. They don't get too close, but don't appear to be scared or aggressive of each other. They don't play, but the winged lizard watches and will sometimes approach Sagitta, though the winged snake seems more interested in showing off than making contact. As for Grout, he is closed lipped and as elusive toward you as Erric.
DM rollz: 58
The morning of the day the Nightshade should land in Waterdeep — land has been in sight since the previous morning — bosun Grout asks everyone to gather on the deck of the ship. Once everyone has gathered (well, not everyone, but only Jambiya and Maldorn notice that Gramps is missing), the bosun, the twins, and Scrub brandish weapons, catching the others off guard. Those four are on one side, and the party plus Ebokk are on the other side. Bosun Group sneers, "We'll be taking all the treasure from the island, or none of you will be setting foot back on land." He waves his blade at Ebokk. "That beard ring included."
Erric’s eyes widen, and then rise up and focus on something behind and about ten feet above the crew arrayed before him. He points and cowers, half turning away toward Maldorn’s leg.
”....n-n-n-no! It can’t be! How did it follow us? We left it on the island! The Dread Pirate Flindbar, protecting his son and his treasure!”
(When Erric points, he casts a silent image of a deeply terrifying, angry, ten-foot-tall pirate-like figure with a big dwarven beard, glowing red eyes, and spectral, all-encompassing arms spread wide. Definitely wearing a Holocaust Cloak. Ghostly. Threatening. Every element of every seaside ghost story he has heard in the slums of Waterdeep rolled into something designed to touch off the superstitions of sailors. It’s floating about 5 feet up and maybe 20 feet down the deck from the sailors and it begins to float unnervingly toward them, arms reaching toward them. If he gets another action before combat would start, he will cast minor illusion to create a sound of a deep, bellowing scream from the deep. He will also inspire if he has the chance with bonus actions, Jambiya, Ebokk, and Maldorn in that order. Is Anafrey on deck?)
"Ohhh!" Jambiya screws her face up, angry. "After we gave you a share of the treasure!" She stomps up to Bosun Grout, no weapon in hand, the tiny green goblin girl. "You are the lowest of the low! I oughtta..." Her eyes grow dark and she growls a sharp-toothed growl.
She would like to, mostly instinctively, use her Fey Presence power to frighten as many of the pirates as fit in a 10' cube around her, starting with Bosun Grout. "Cause each creature in a 10-ft. cube from you to make a WIS saving throw (DC 12) or become charmed or frightened by you (your choice) until the end of your next turn."
OOC > Fingers crossed!
Rollback Post to RevisionRollBack
she/her Role-playing since that keep on those borderlands.
LOL. OK, let's make sense of this. I can't find a map I like, so we're going to have to do this theater of the mind. Also, we're going to do it concurrent initiative, which means everybody from one side posts, and I'll figure out how the actions fit together. Go ahead and roll an initiative roll in case I need to break a tie. The good news is the players get to go first following these pre-fight maneuvers. Oh, and, yes, Anafrey is there.
At the same time, Erric casts his spell and Jambiya starts talking. The overlapping movements divide the attentions of the four sailors. When Erric points, Scrub, who is standing behind the other three, is the only one to turn to see the image (which is not moving, because silent image doesn't do that). But he quickly turns back around, his eyes large and scared. At the same time, Maldorn's mouth drops in surprise. When Jambiya steps forward, Grout raises his blade, haltering her movement. But her fey presence appears shortly after. Grout and Scrub react. (Poor Scrub, he's not only scared of the "ghost", he's also scared of Jambiya.)
The ship is comfortably 15 feet across, so the players can be three wide. As I said, the front line of the baddies is (from left to right) Toothless, Grout, and Lefty, with Scrub standing behind Toothless.
The front line of the goodies (looking from behind) is (left to right) Ebokk, Maldorn, and Jambiya. Erric is behind Ebokk, and Anafrey is behind Jambiya.
Jambiya is now five feet in front of Grout. There's 10 feet between the front lines.
Good guys post your actions, include any appropriate rolls, and also include an initiative roll in case I need it.
Scrub
Toothless
Grout
Lefty
Jambiya
Ebokk
Maldorn
Erric
Anafrey
There is some space before and behind the group if you want to know how much, let me know, and I'll make it up.
This post has potentially manipulated dice roll results.
Jambiya will duck and juke her way back behind Maldorn, then turn and shouts a few words, causing a coruscating green light to descend on the pirates!
Bonus Action: Nimble Escape (Goblin feature) to Disengage as a BA Move: Runs to cover behind Maldorn Action: Cast Faerie Fire to catch as many of the pirates as she can, starting on the left, with Toothless and Scrub, then Grout if he's within 20' of them (it's a 20' cube), then Lefty if there is still room. Dex Save vs DC 12 or limned in green light, giving Advantage to attackers while Jambiya maintains concentration (up to 1 minute).
Initiative, if needed: 9
Rollback Post to RevisionRollBack
she/her Role-playing since that keep on those borderlands.
I believe the silent image does actually move, if that matters for getting the pirates’ attention/lowering the DC? Minor illusion doesn’t move but silent image is a first level spell...
Sorry; my mistake. Well, it worked anyway. Since you and Jambiya both caused distractions, I rolled to see who each was more distracted by. The three in front were watching Jambiya march forward while Scrub looked back. He failed his save, so he fell for it. Unfortunately, so did Maldorn.
Erric sees Bosun Grout, who he's trusted literally with his life, and really tried to make friends with, raise his blade toward Jambiya. He growls.
It turns into a weird, awful-sounding melody, and he casts dissonant whispers on the sailor. On a failed WIS 13 save he takes 10 psychic damage and has to move away from Erric (on a success, he takes half and doesn't have to move). With his bonus action, he inspires Maldorn (assuming he inspired Jambiya when he cast silent image pre-combat).
If he can whisper to Maldorn that the pirate's an illusion, he will, staying close to the archer.
(I love that Lefty is on their left. Also, are the sailors, like, angry? Scared? Confused? And what are they armed with?)
Maldorn notices the dwarven ghost appear and, for a moment, cannot take his eyes out of the otherworldly threat. He remains silent due to surprise, even in the face of this obvious betrayal. He quickly readies an arrow, points it at what he has now come to understand was Flindbar, and... is interrupted by Erric's whisper. Shaking his head briefly, he re-aims his bow and arrow at one of the sailors without thinking too much about whom to target first.
-> Longbow vs. Toothless: Attack: 20 Damage: 7 piercing.
-> If advantage from Faerie Fire, here's a second attack roll: 9
The shot is aimed at the sailors thigh (non-lethal damage). Also, not being comfortable being in the front line, Maldorn moves as far back as he can, recommending Jambyia does the same.
(@DDP: If you rule that Erric wouldn't be able to whisper to Maldorn, then the ranger would shoot his arrow at the dwarven pirate first.)
You only got the one action, Erric, so Jambiya wasn't inspired. And that means your ghost isn't making any sound. The sailors are wielding scimitars, but also have daggers on their belts.
I'm fine with Erric getting his whisper in before your shot, but remember that ranged weapons can't be non-lethal.
Erric, roll sleight of hand to find out if any of the pirates heard you whisper.
The food Jambiya leaves out is always gone later. A few days in, she spots the winged lizard watching her from not too far away. When they make eye contact, there's a quick flash of the image of the little goblin girl leaving the food out and the feeling of gratitude accompanying it. As the days go by, the lizard becomes more comfortable with Jambiya and will even allow her to touch it, but skitters away when there's too much physical contact. Occasionally, when one of the others is with her, the creature seems more trusting of them, also, but not as trusting. She gets the idea it spends much of its time clinging to the hull of the Nightshade to avoid contact with the humanoids. She never sees it below deck.
When Jambiya mentions the creature to the bosun, he narrows his eyes at her. "You've brought a creature on the Nightshade? Does the captain know?" Jambiya looks a little taken aback, but then says Ebokk saw the lizard fly toward the ship, so he must. Bosun Grout huffs, then moves off to do something else after growling, "I cannot guarantee the safety of anything which puts my crew at risk. If it is spreading disease or stealing food, it will be dealt with immediately."
Erric is ready for things to move along! He does try to engage Scrub in conversation and charm him as best he can. (Charisma 9) He's trying to make the sailor more at ease with the group by being helpful and asking him about his life. He'll also try to get a sense of what's really eating at him.
He'll also be talking with each member of the party about the island and how they're doing. He will also ask Ebokk about the same things, and what he thinks about his father now. He really tries to communicate how deeply Ebokk's almost-death hit the group, and how happy they were to revive him. Basically Erric sees the whole world as his therapist and he's eagerly engaging people who may or may not want to talk about such things.
Otherwise he'll just be helpful around the ship and play music for those who enjoy that sort of thing. He'll also clean and practice with his lockpicks and thieves tools, out of view of anyone, embarrassed at how badly he handled them back on the island.
Anafrey would spend a lot of the trip getting familiar with her flail and drinking as much of her stash of booze as possible.
Jambiya takes Eric’s ring almost shyly, but with the assurance that, “We can give it to whomever needs it most when we’re in a jam.” When she’s not trying to woo the little dragon, she’ll hang with Erric. Anafrey’s drinking makes her less of a fun companion. Jambiya will also spend meal prep time, and clean up, with Gramps.
she/her
Role-playing since that keep on those borderlands.
(OOC: Sorry for the delay.)
During the trip, Maldorn tells Erric that his relationship with Anafrey has always been limited to interactions at the Hunting Lodge. He has no idea why Anafrey drinks as often as she does and warns the halfling that no one will until she is ready to share. He ends the non-starter conversation with a sentence that feels like it is referring to more people than just the huntress: "Sharing hurts."
Given the opportunity, Maldron also lets Sagitta fly around and be free as much as he'd like out here in the ocean. He is hoping that the little dragon will learn from Sagitta that it is OK to interact with humanoids. He'll even encourage the two critters to play together, if that is something they'd do.
Every now and then, the old ranger will also try to inconspicuously corner Scrub while he is performing a task or another somewhere on the ship. Both Maldorn and Erric have approached the man with a chance to talk, but Maldorn is not quite ready to just shrug off Scrubs' disinterest. He'll try a bit of a different approach when he is sure he can get the two of them alone. Having smoked another pinch of Vanilla Cavendish just before his little planned ambush, Maldorn plays with his daggers and lets Sagitta flutter about menacingly. Then, he suggests: "Want to talk?"
-> Intimidation: 17
Sagitta animal handling: 21
Scrub save: 12
Erric, you try to get Scrub to talk with you. He isn't rude, but he definitely finds ways to avoid you. If you ever do corner him, he immediately says he's busy or bosun Grout seems to come to his rescue, explaining why you need to leave him alone. Ebokk, on the other hand, is happy to talk whether he's busy or not. He waxes on about his father — what a good provider he was, how strong and courageous he was, how much he loved his family. He's very confused how he could have ended up becoming the pirate Flindbar. It is completely contrary to everything he remembers about him. And the part about conspiring with gnolls ... all he can do is shake his head.
Anafrey is fairly absent during the trip ... but this isn't really unusual for her.
Maldorn, Sagitta and the winged lizard have a "we're both winged reptiles" kind of interest in each other. They don't get too close, but don't appear to be scared or aggressive of each other. They don't play, but the winged lizard watches and will sometimes approach Sagitta, though the winged snake seems more interested in showing off than making contact. As for Grout, he is closed lipped and as elusive toward you as Erric.
DM rollz: 58
The morning of the day the Nightshade should land in Waterdeep — land has been in sight since the previous morning — bosun Grout asks everyone to gather on the deck of the ship. Once everyone has gathered (well, not everyone, but only Jambiya and Maldorn notice that Gramps is missing), the bosun, the twins, and Scrub brandish weapons, catching the others off guard. Those four are on one side, and the party plus Ebokk are on the other side. Bosun Group sneers, "We'll be taking all the treasure from the island, or none of you will be setting foot back on land." He waves his blade at Ebokk. "That beard ring included."
Erric’s eyes widen, and then rise up and focus on something behind and about ten feet above the crew arrayed before him. He points and cowers, half turning away toward Maldorn’s leg.
”....n-n-n-no! It can’t be! How did it follow us? We left it on the island! The Dread Pirate Flindbar, protecting his son and his treasure!”
(When Erric points, he casts a silent image of a deeply terrifying, angry, ten-foot-tall pirate-like figure with a big dwarven beard, glowing red eyes, and spectral, all-encompassing arms spread wide. Definitely wearing a Holocaust Cloak. Ghostly. Threatening. Every element of every seaside ghost story he has heard in the slums of Waterdeep rolled into something designed to touch off the superstitions of sailors. It’s floating about 5 feet up and maybe 20 feet down the deck from the sailors and it begins to float unnervingly toward them, arms reaching toward them. If he gets another action before combat would start, he will cast minor illusion to create a sound of a deep, bellowing scream from the deep. He will also inspire if he has the chance with bonus actions, Jambiya, Ebokk, and Maldorn in that order. Is Anafrey on deck?)
"Ohhh!" Jambiya screws her face up, angry. "After we gave you a share of the treasure!" She stomps up to Bosun Grout, no weapon in hand, the tiny green goblin girl. "You are the lowest of the low! I oughtta..." Her eyes grow dark and she growls a sharp-toothed growl.
She would like to, mostly instinctively, use her Fey Presence power to frighten as many of the pirates as fit in a 10' cube around her, starting with Bosun Grout. "Cause each creature in a 10-ft. cube from you to make a WIS saving throw (DC 12) or become
charmed orfrightened by you (your choice) until the end of your next turn."OOC > Fingers crossed!
she/her
Role-playing since that keep on those borderlands.
OOC > We seem to have cross posted, maybe there is some synergy... we will let DDP sort it out.
she/her
Role-playing since that keep on those borderlands.
DM rollz: 2 1 2 2 30 9 7 16 7 8 2 9 19 5 2 16 20 10
LOL. OK, let's make sense of this. I can't find a map I like, so we're going to have to do this theater of the mind. Also, we're going to do it concurrent initiative, which means everybody from one side posts, and I'll figure out how the actions fit together. Go ahead and roll an initiative roll in case I need to break a tie. The good news is the players get to go first following these pre-fight maneuvers. Oh, and, yes, Anafrey is there.
At the same time, Erric casts his spell and Jambiya starts talking. The overlapping movements divide the attentions of the four sailors. When Erric points, Scrub, who is standing behind the other three, is the only one to turn to see the image (which is not moving, because silent image doesn't do that). But he quickly turns back around, his eyes large and scared. At the same time, Maldorn's mouth drops in surprise. When Jambiya steps forward, Grout raises his blade, haltering her movement. But her fey presence appears shortly after. Grout and Scrub react. (Poor Scrub, he's not only scared of the "ghost", he's also scared of Jambiya.)
The ship is comfortably 15 feet across, so the players can be three wide. As I said, the front line of the baddies is (from left to right) Toothless, Grout, and Lefty, with Scrub standing behind Toothless.
The front line of the goodies (looking from behind) is (left to right) Ebokk, Maldorn, and Jambiya. Erric is behind Ebokk, and Anafrey is behind Jambiya.
Jambiya is now five feet in front of Grout. There's 10 feet between the front lines.
Good guys post your actions, include any appropriate rolls, and also include an initiative roll in case I need it.
There is some space before and behind the group if you want to know how much, let me know, and I'll make it up.
Jambiya will duck and juke her way back behind Maldorn, then turn and shouts a few words, causing a coruscating green light to descend on the pirates!
Bonus Action: Nimble Escape (Goblin feature) to Disengage as a BA
Move: Runs to cover behind Maldorn
Action: Cast Faerie Fire to catch as many of the pirates as she can, starting on the left, with Toothless and Scrub, then Grout if he's within 20' of them (it's a 20' cube), then Lefty if there is still room. Dex Save vs DC 12 or limned in green light, giving Advantage to attackers while Jambiya maintains concentration (up to 1 minute).
Initiative, if needed: 9
she/her
Role-playing since that keep on those borderlands.
I believe the silent image does actually move, if that matters for getting the pirates’ attention/lowering the DC? Minor illusion doesn’t move but silent image is a first level spell...
Sorry; my mistake. Well, it worked anyway. Since you and Jambiya both caused distractions, I rolled to see who each was more distracted by. The three in front were watching Jambiya march forward while Scrub looked back. He failed his save, so he fell for it. Unfortunately, so did Maldorn.
Go ahead and post your Round 1 actions, Erric.
Initiative: 21
Erric sees Bosun Grout, who he's trusted literally with his life, and really tried to make friends with, raise his blade toward Jambiya. He growls.
It turns into a weird, awful-sounding melody, and he casts dissonant whispers on the sailor. On a failed WIS 13 save he takes 10 psychic damage and has to move away from Erric (on a success, he takes half and doesn't have to move). With his bonus action, he inspires Maldorn (assuming he inspired Jambiya when he cast silent image pre-combat).
If he can whisper to Maldorn that the pirate's an illusion, he will, staying close to the archer.
(I love that Lefty is on their left. Also, are the sailors, like, angry? Scared? Confused? And what are they armed with?)
-> Initiative: 23
Maldorn notices the dwarven ghost appear and, for a moment, cannot take his eyes out of the otherworldly threat. He remains silent due to surprise, even in the face of this obvious betrayal. He quickly readies an arrow, points it at what he has now come to understand was Flindbar, and... is interrupted by Erric's whisper. Shaking his head briefly, he re-aims his bow and arrow at one of the sailors without thinking too much about whom to target first.
-> Longbow vs. Toothless: Attack: 20 Damage: 7 piercing.
-> If advantage from Faerie Fire, here's a second attack roll: 9
The shot is aimed at the sailors thigh (non-lethal damage). Also, not being comfortable being in the front line, Maldorn moves as far back as he can, recommending Jambyia does the same.
(@DDP: If you rule that Erric wouldn't be able to whisper to Maldorn, then the ranger would shoot his arrow at the dwarven pirate first.)
You only got the one action, Erric, so Jambiya wasn't inspired. And that means your ghost isn't making any sound. The sailors are wielding scimitars, but also have daggers on their belts.
I'm fine with Erric getting his whisper in before your shot, but remember that ranged weapons can't be non-lethal.
Erric, roll sleight of hand to find out if any of the pirates heard you whisper.
Sleight of hand: 14
Reroll from Luck: 9
OK, only Maldorn heard.
Does dissonant whispers have full effect?