This post has potentially manipulated dice roll results.
Az Emberi moves to the center of the ship and casts call lightning (assuming there isn't an existing storm to take comand of.) He casts a lightning bolt at one of the damaged ones under the water.
Must make a DC 15 dex save or take. 12 Lgt dmg. Half on success.
This post has potentially manipulated dice roll results.
Az Emberi conjures a cloud above the ship toward the front and brings down a bolt of lightning at one of the merrow. (The damaged ones are all dead, so we'll hit #1) DEX Save: 2 He takes the full hit.
The merrow break the surface again, all of them. The guards, along with all the others that were holding attacks, unleash upon them as they send a volley of harpoons at the guards on the ship. (here we go again)
Dirk releases his chaos bolt at #14 for 20 THUNDER damage.
Gearbox lobs a javelin at #16, Attack: 21 Damage: 2 it hits and slices across the merrow's arm.
The Mangonels release large stones at the surfacing merrow toward the front, #2 and 4: Attack: 23 Damage: 21 / Attack: 10 Damage: 31 but the giant stones just miss.
The Ballista fire at the four around the front of the ship. Attack: 7 Damage: 12 / Attack: 26 Damage: 31 / Attack: 21 Damage: 15 / Attack: 14 Damage: 15 #1, 2, and 3 each take a heavy hit from the giant bolts, the fourth goes wide.
The First Mate and Bosun fire their bows at #16 and 18: Attack: 14 Damage: 5 / Attack: 22 Damage: 3
Merrow x15: Attack: 24 Damage: 12 / Attack: 15 Damage: 8 / Attack: 15 Damage: 9 / Attack: 19 Damage: 11 / Attack: 18 Damage: 11 Attack: 21 Damage: 8 / Attack: 11 Damage: 10 / Attack: 21 Damage: 9 / Attack: 23 Damage: 6 / Attack: 26 Damage: 19 Attack: 25 Damage: 15 / Attack: 10 Damage: 11 / Attack: 12 Damage: 12 / Attack: 11 Damage: 13 / Attack: 8 Damage: 10 Hits from #3, 7, 8, 9, 10, 14, 16, 18. Merrow 8, 10, and 16 all kill their targets outright. The limp bodies are yanked overboard and the merrow that hit them begin to dive with the carcasses. Merrow 3, 7, 9, 14, and 18 pull against their still-living prey to attempt the same results: 8 / 11 / 16 / 19 / 23 vs 4 / 13 / 13 / 7 / 19 #3 and 7 win the contest and pull the guards underwater, taking the same path as 8, 10 and 16. The two guards are now drowning 10' below the waves. The other three guards that won the strength contest are pinned to the railing, but are still trying to function as crew members.
The Merrow that missed their targets dive 10' back underwater.
One guard fills in on the ballista in the front where a guard was taken from by Merrow #3, leaving all weapons fully manned.
#17 Save for Hideous Laughter: 16 Success, but he did get left behind a little and missed his turn.
The 4 Ballista are loaded by one guard and aimed by the other at #1, 2, 4, and 5.
@Absinthe and Dirk are up. Absinthe, you need to take two turns, first fix your last turn since you can't stand in mid-air, then take your turn for round 3
Key: Visible Merrow- in contest with impaled guard Blue Box- Merrow 10' underwater, Disadvantage to hit. Numbers on Guards- HP remaining Guards in Water- currently drowning Upside-down guards- already dead
21- Absinthe 19- Dirk 19- Gearbox 16- Captain Miggetter 16- Mangonels 14- Mary Spell slots: [X][] (C) Hex 14- Fjolnir 12- Dustfinger (1d6 Bardic Inspiration) (C) Hex 10- Garrett Spells: 1[X][][][] Bardic Inspiration: [X][][] 9- First Mate and Bosun 8- Az Emberi (C) Call Lighting 8- Guards x15 (3 currently skewered) 8- Merrow x16 AC: 13 / HP: 45 #1 Taken 31 damage #2 Taken 11 damage #3 Taken 25 damage #5 Taken 7 damage #6 Taken 5 damage #8 Taken 9 damage #10 Taken 10 damage #13 Taken 16 damage #14 Taken 32 damage #16 Taken 11 damage #17 Hideous Laughter Saved #18 Taken 9 damage 4- Ballistae (Aiming @ #1, 2, 4, and 5)
(Correct last post) Absinthe uses a dash action to make his way around the boat towards the man stuck by the spear.
On my next turn Absinthe continues towards the skewered man, if I need to dash again I will. If I can reach him I will try to pull the spear from him, if I can't pull it out this turn then I will grab the rope so the merfolk can't pull on it.
This post has potentially manipulated dice roll results.
(Retro) Absinthe leaps across the opening in the deck and shoves past other crewmembers in order to get next to the man who was harpooned.
Absinthe in real-time probably realized the guy he rushed up to is no longer in a strength contest with a merrow, even though the player controlling him didn't realize that Merrow died, or that three other guards are now fighting for their lives. So, instead of ripping out what is basically a fishhook from the guy who isn't in immediate danger, I'm assuming you're going to want to get to a different guard and try to unhook them? I'll roll athletics for you: 10 Unfortunately, you accomplish nothing.
Dirk hits #18 square in the face with a chaotic bolt of fire.
Gearbox lobs a javelin at #18: Attack: 18 Damage: 5
The boat stays on course. Miggetter yells: "Drive 'em off! They're tryin' ta get an easy meal!"
The Mangonels Take both guards assigned to them, but they are now reloaded.
Mary moves her Hex to #14 and attempts to blast it: Attack: 20 Damage: 10 but misses.
Fjolnir and Dustfinger are up.
21- Absinthe 19- Dirk 19- Gearbox 16- Captain Miggetter 16- Mangonels 14- Mary Spell slots: [X][] (C) Hex 14- Fjolnir 12- Dustfinger (1d6 Bardic Inspiration) (C) Hex 10- Garrett Spells: 1[X][][][] Bardic Inspiration: [X][][] 9- First Mate and Bosun 8- Az Emberi (C) Call Lighting 8- Guards x15 (3 currently skewered) 8- Merrow x16 AC: 13 / HP: 45 #1 Taken 31 damage #2 Taken 11 damage #3 Taken 25 damage #5 Taken 7 damage #6 Taken 5 damage #8 Taken 9 damage #10 Taken 10 damage #13 Taken 16 damage #14 Taken 32 damage (Hexxed by Mary) #16 Taken 11 damage #17 #18 Taken 28 damage 4- Ballistae (Aiming @ #1, 2, 4, and 5)
This post has potentially manipulated dice roll results.
Fjolnir spots snotlizard 9, trying to pull a guard, and moves his hunters mark on it, firing one arrow right away, and immediately following with another.
This post has potentially manipulated dice roll results.
Fjolnir fires two arrows in quick succession at #9, missing with the first then correcting his error to connect with the second.
Dustfinger misses the newly hexed #15 due to the water diffraction. (Is that diffraction? My physics is a little rusty. Also, a 4 or better on your 1d6 inspiration would hit, just throwing that out there if you want to retro it.)
Garrett targets 17 again, but casts Vicious Mockery this time. CON Save vs DC 13: 12 or take 1 damage and has disadvantage on next attack. "Your mother was a squid! She also gives good head!" Whoever said "words will never hurt me" never met a bard. Then he gives Az Emberi a bardic inspiration for 1d6.
The First Mate and Bosun fire arrows at 9 and 14 respectively. Attack: 9 Damage: 8 / Attack: 24 Damage: 8 The arrow for 9 misses but #14 is looking pretty rough.
Az Emberi is up.
21- Absinthe 19- Dirk 19- Gearbox 16- Captain Miggetter 16- Mangonels (Loaded, ready to aim) 14- Mary Spell slots: [X][] (C) Hex 14- Fjolnir (C) Hunter's Mark 12- Dustfinger (1d6 Bardic Inspiration) (C) Hex 10- Garrett Spells: 1[X][][][] Bardic Inspiration: [X][X][] 9- First Mate and Bosun 8- Az Emberi (1d6 Bardic Inspiration) (C) Call Lighting 8- Guards x15 (3 currently skewered) 8- Merrow x16 AC: 13 / HP: 45 #1 Taken 31 damage #2 Taken 11 damage #3 Taken 25 damage #5 Taken 7 damage #6 Taken 5 damage #8 Taken 9 damage #9 Taken 12 damage #10 Taken 10 damage #13 Taken 16 damage #14 Taken 40 damage (Hexxed by Mary) #15 (Hexxed by Dustfinger) #16 Taken 11 damage #17 Taken 3 damage (D) on next attack #18 Taken 28 damage 4- Ballistae (Aiming @ #1, 2, 4, and 5)
Az Emberi reaches to the sky, makes a fist and pulls down, forcing lightning to strike the merrow in the water. It shudders as it's being electrocuted and after the flash and deafening boom, a charred vaguely fish-like person is all that remains. (I wrote this before I realized I needed to roll a DEX Save for him... 8 You know what, **** it he takes full damage because... DM error in your favor)
This frees the guard on the mangonel from struggling against the large aquatic terror.
Guards and Merrow again. First, the three merrow who managed to kill their prey dive deeper until they're out of sight, easily carrying their meals. The other two merrow essentially have their guards grappled and can move them at half speed, which still puts them 30' below and out of sight. With no swim speed, disadvantage due to heavy armor in water, and being smaller size and lower STR than the merrow, the guards are doomed to drown. (So for those that didn't catch the OOC chat, that means you have 1 round to save any still living guard that gets pulled overboard before they are lost forever.)
The guards use their spears to attack the merrow as they surface again. 2@ #6: Attack: 18 Damage: 3 / Attack: 22 Damage: 3 3@ #9: Attack: 14 Damage: 5 / Attack: 17 Damage: 6 / Attack: 4 Damage: 3 3@ #13: Attack: 4 Damage: 7 / Attack: 21 Damage: 3 / Attack: 14 Damage: 3 5@ #14: Attack: 22 Damage: 5 / Attack: 8 Damage: 5 / Attack: 15 Damage: 6 / Attack: 17 Damage: 3 / Attack: 7 Damage: 5 2@ #15: Attack: 9 Damage: 6 / Attack: 14 Damage: 6 #14 dies. Absinthe is able to keep the guard on deck as the merrow's corpse tugs the rope on its way down.
Merrow 9 already has a guard hooked and attempts to pull him over again: 20 vs 17 It succeeds, the guard is violently yanked overboard and disappears beneath the waves. (There's still a short amount of time to save him though) The other Merrow go for another volley: Attack: 7 Damage: 11 / Attack: 14 Damage: 12 / Attack: 7 Damage: 14 / Attack: 19 Damage: 8 / Attack: 19 Damage: 10 / Attack: 10 Damage: 11 / Attack: 17 Damage: 10 / Attack: 21 Damage: 7 #1, 4, 13, 15 and 17 all hit, of them, only #1 doesn't kill the guard with the initial strike. He pulls: 13 vs 5 and takes the guard under. (Missed that Merrow 17 should have had disadvantage: 10 Still hit, carry on then.
The crewmen instinctually fill open spots on the weapons. The Ballista fire at the merrow they were already aiming at, even though they are 10' down: vs #1: 18 #2: 12 #4: 16 #5: 8 All 4 weapons hit! They all peirce for: 17 / 8 / 13 / 22 Merrow #1 is impaled leaving the guard to attempt to surface (next round). All four ballistae are reloaded.
Absinthe and Dirk are up!
The guards with #4, 13, 15, and 17 are dead, there is no saving them. Technically, you can still target those merrow, but... why? The guard with #9 can be saved. #2, 5, and 6 are still threats, too.
21- Absinthe 19- Dirk 19- Gearbox 16- Captain Miggetter 16- Mangonels (Loaded, ready to aim) 14- Mary Spell slots: [X][] (C) Hex 14- Fjolnir (C) Hunter's Mark 12- Dustfinger (1d6 Bardic Inspiration) (C) Hex 10- Garrett Spells: 1[X][][][] Bardic Inspiration: [X][X][] 9- First Mate and Bosun 8- Az Emberi (1d6 Bardic Inspiration) (C) Call Lighting 8- Guards x11 8- Merrow x8 AC: 13 / HP: 45 #2 Taken 23 damage #4 Taken 13 damage #5 Taken 29 damage #6 Taken 14 damage #9 Taken 19 damage #13 Taken 26 damage #15 Taken 0 damage (Hexxed by Dustfinger) #17 Taken 3 damage #3, 7, 8, 10, 16 absconded with prey. #1, #11, 12, 14, 18 Dead. 4- Ballistae (Loaded)
Absinthe decides to taunt on of the merrow into throwing its rope spear at him. He flails his hands over his head and shouts, "Hey, over here! Throw one of those spears at me! I want to see one!" with the intent of using his deflect missile attack and pull one of them fish up on to the boat.
I run to the opposite side of the boat towards 9. Use my innate suggestion with a supernatural boom in my voice. Release, and help him back into the boat. Turn to Absinthe.
Don't be afraid to catch fish. Ride drop top and chase thrills. I know you ain't afraid to pop pills, Baby, I know you ain't scared to catch fish, fish with me
Absinthe uses the rigging to get around the crowd and toward the front of the boat. He tries to get the attention of one of them to spare a guard, and perhaps reel in a merrow. Intimidation: 11 vs Merrow insight: 17 You're not sure, but you don't think it changed its mind.
Dirk also uses the rigging to get across toward #9 in an attempt to make it give back the guard it dragged under. WIS Save vs DC 15: 20 Oof, but it resists the mental order.
Gearbox, unable to get close enough to #9, throws a javelin at disadvantage. Attack: 12 Damage: 4 and misses.
The ship keeps going, Miggetter knowing these things are too fast and too agile to try and outmaneuver them. The only hope is to drive them off, or more guards will be sacrificed.
The two Mangonels aim at #5 and 6
Mary moves her Hex to #6 and gives it Disadvantage on STR checks, then she holds the energy for an Eldritch Blast in her hand, ready to strike as soon as it surfaces.
Fjolnir and Dustfinger are up.
21- Absinthe (Bardic Inspiration) 19- Dirk 19- Gearbox 16- Captain Miggetter 16- Mangonels (Aimed at #5 and 6) 14- Mary Spell slots: [X][] (C) Hex (Holding Eldritch Blast for #6) 14- Fjolnir (C) Hunter's Mark 12- Dustfinger (1d6 Bardic Inspiration) (C) Hex 10- Garrett Spells: 1[X][][][] Bardic Inspiration: [X][X][] 9- First Mate and Bosun 8- Az Emberi (1d6 Bardic Inspiration) (C) Call Lighting 8- Guards x11 8- Merrow x8 AC: 13 / HP: 45 #2 Taken 23 damage #4 Taken 13 damage #5 Taken 29 damage #6 Taken 14 damage (Hexxed by Mary, D on STR) #9 Taken 19 damage #13 Taken 26 damage #15 Taken 0 damage (Hexxed by Dustfinger) #17 Taken 3 damage #3, 7, 8, 10, 16 absconded with prey. #1, #11, 12, 14, 18 Dead. 4- Ballistae (Loaded)
The guards with #4, 13, 15, and 17 are dead, there is no saving them. Technically, you can still target those merrow, but... why? The guard with #9 can be saved. #2, 5, and 6 are still threats, too.
Rollback Post to RevisionRollBack
-We are all just one failed saving throw away from someone else's fantasy...
The dwarf angrily tries to save the guard pulled into the surf by the 9th of these low-tide sprites."Yer revels now are ended!" he barked, and looses two arrows at it.
This post has potentially manipulated dice roll results.
Fjolnir, unfortunately, misses with both arrows as the guard continues to be dragged below by #9.
Dustfinger tolls the bell on #13 Wis Save: 20 and rings it's ears, painfully. However, with no one else targeting the merrow, it gets away with its already slain guard/meal.
Garrett sees the urgency of the situation and tries to stop #9 in his tracks with a bought of hideous laughter. WIS Save: 9 It fails! It is now stationary in the water, bubbling with laughter and releasing his grip on the rope that holds the guard underwater.
Az Emberi brings down another bolt of lightning at the laughing merrow in an attempt to finish it off and end the danger for the guard. DEX Save: 15 It doesn't even know what hit him as electricity surges through it for full damage.
Merrow #4, 13, 15, and 17 predictably fade into deeper waters, getting what they came for, all damage done to them wasted. #9 spends its turn laughing, then gets to make another save: 20 Success, next turn it will be able to move if it makes it that far. #2, 5 and 6 surface and throw their harpoons. #5 takes the bait to try to get Absinthe. #2: Attack: 8 Damage: 11 #5: Attack: 7 Damage: 12 #6: Attack: 10 Damage: 12 But all of them miss their targets! They sink back beneath the surface but not before the guards attack.
The two guards out of the water make it back to the boat and are able to hold on to the side. 6 guards attack #6 (Most at disadvantage): Attack: 5 Damage: 3 Attack: 14 Damage: 3 / Attack: 7 Damage: 2 / Attack: 11 Damage: 4 / Attack: 6 Damage: 3 / Attack: 5 Damage: 5 3 attack #9: Attack: 7 Damage: 2 / Attack: 20 Damage: 4 / Attack: 14 Damage: 4 #9 dies with two very lucky hits.
I forgot Mary was holding Eldritch Blast for #6: Attack: 22 Damage: 14 Hex: 4
The 4 ballista aim and fire at 2, 5 and 6. #2: Attack: 17 Damage: 27 2@#5: Attack: 8 Damage: 20 / Attack: 15 Damage: 11 #6: Attack: 17 Damage: 9
Absinthe and Dirk are up!
21- Absinthe (1d6 Bardic Inspiration) 19- Dirk 19- Gearbox 16- Captain Miggetter 16- Mangonels (Aimed at #5 and 6) 14- Mary Spell slots: [X][] (C) Hex 14- Fjolnir (C) Hunter's Mark 12- Dustfinger (1d6 Bardic Inspiration) (C) Hex 10- Garrett Spells: 1[X][X][][] Bardic Inspiration: [X][X][] 9- First Mate and Bosun 8- Az Emberi (1d6 Bardic Inspiration) (C) Call Lightning 8- Guards x11 8- Merrow x8 AC: 13 / HP: 45 #2 Taken 31 damage #5 Taken 29 damage #6 Taken 33 damage (Hexxed by Mary, D on STR) #3, 4, 7, 8, 10, 13, 15, 16, 17 absconded with prey. #1, 9, 11, 12, 14, 18 Dead. 4- Ballistae
Az Emberi moves to the center of the ship and casts call lightning (assuming there isn't an existing storm to take comand of.) He casts a lightning bolt at one of the damaged ones under the water.
Must make a DC 15 dex save or take. 12 Lgt dmg. Half on success.
Az Emberi conjures a cloud above the ship toward the front and brings down a bolt of lightning at one of the merrow. (The damaged ones are all dead, so we'll hit #1) DEX Save: 2 He takes the full hit.
The merrow break the surface again, all of them. The guards, along with all the others that were holding attacks, unleash upon them as they send a volley of harpoons at the guards on the ship. (here we go again)
Dirk releases his chaos bolt at #14 for 20 THUNDER damage.
Gearbox lobs a javelin at #16, Attack: 21 Damage: 2 it hits and slices across the merrow's arm.
The Mangonels release large stones at the surfacing merrow toward the front, #2 and 4: Attack: 23 Damage: 21 / Attack: 10 Damage: 31 but the giant stones just miss.
The Ballista fire at the four around the front of the ship. Attack: 7 Damage: 12 / Attack: 26 Damage: 31 / Attack: 21 Damage: 15 / Attack: 14 Damage: 15 #1, 2, and 3 each take a heavy hit from the giant bolts, the fourth goes wide.
The First Mate and Bosun fire their bows at #16 and 18: Attack: 14 Damage: 5 / Attack: 22 Damage: 3
At the same time, the Guards and Merrow throw spears and harpoons, again.
Guards x20:
2@ #5: Attack: 23 Damage: 7 / Attack: 4 Damage: 7
1@ #6: Attack: 9 Damage: 2
3@ #8: Attack: 8 Damage: 5 / Attack: 4 Damage: 3 / Attack: 10 Damage: 2
3@ #9: Attack: 19 Damage: 6 / Attack: 10 Damage: 2 / Attack: 8 Damage: 2
2@ #10: Attack: 19 Damage: 6 / Attack: 10 Damage: 2
4@ #13: Attack: 20 Damage: 5 / Attack: 5 Damage: 4 / Attack: 16 Damage: 2 / Attack: 23 Damage: 10
5@ #14: Attack: 17 Damage: 3 / Attack: 17 Damage: 7 / Attack: 12 Damage: 7 / Attack: 7 Damage: 2 / Attack: 9 Damage: 7
Lots o' hits, damage noted below.
Merrow x15: Attack: 24 Damage: 12 / Attack: 15 Damage: 8 / Attack: 15 Damage: 9 / Attack: 19 Damage: 11 / Attack: 18 Damage: 11
Attack: 21 Damage: 8 / Attack: 11 Damage: 10 / Attack: 21 Damage: 9 / Attack: 23 Damage: 6 / Attack: 26 Damage: 19
Attack: 25 Damage: 15 / Attack: 10 Damage: 11 / Attack: 12 Damage: 12 / Attack: 11 Damage: 13 / Attack: 8 Damage: 10
Hits from #3, 7, 8, 9, 10, 14, 16, 18. Merrow 8, 10, and 16 all kill their targets outright. The limp bodies are yanked overboard and the merrow that hit them begin to dive with the carcasses.
Merrow 3, 7, 9, 14, and 18 pull against their still-living prey to attempt the same results:
8 / 11 / 16 / 19 / 23 vs
4 / 13 / 13 / 7 / 19 #3 and 7 win the contest and pull the guards underwater, taking the same path as 8, 10 and 16. The two guards are now drowning 10' below the waves. The other three guards that won the strength contest are pinned to the railing, but are still trying to function as crew members.
The Merrow that missed their targets dive 10' back underwater.
One guard fills in on the ballista in the front where a guard was taken from by Merrow #3, leaving all weapons fully manned.
#17 Save for Hideous Laughter: 16 Success, but he did get left behind a little and missed his turn.
The 4 Ballista are loaded by one guard and aimed by the other at #1, 2, 4, and 5.
@Absinthe and Dirk are up. Absinthe, you need to take two turns, first fix your last turn since you can't stand in mid-air, then take your turn for round 3
Key:
Visible Merrow- in contest with impaled guard
Blue Box- Merrow 10' underwater, Disadvantage to hit.
Numbers on Guards- HP remaining
Guards in Water- currently drowning
Upside-down guards- already dead
21- Absinthe
19- Dirk
19- Gearbox
16- Captain Miggetter
16- Mangonels
14- Mary Spell slots: [X][] (C) Hex
14- Fjolnir
12- Dustfinger (1d6 Bardic Inspiration) (C) Hex
10- Garrett Spells: 1[X][][][] Bardic Inspiration: [X][][]
9- First Mate and Bosun
8- Az Emberi (C) Call Lighting
8- Guards x15 (3 currently skewered)
8- Merrow x16 AC: 13 / HP: 45
#1 Taken 31 damage
#2 Taken 11 damage
#3 Taken 25 damage
#5 Taken 7 damage
#6 Taken 5 damage
#8 Taken 9 damage
#10 Taken 10 damage
#13 Taken 16 damage
#14 Taken 32 damage
#16 Taken 11 damage
#17 Hideous Laughter Saved
#18 Taken 9 damage
4- Ballistae (Aiming @ #1, 2, 4, and 5)
-We are all just one failed saving throw away from someone else's fantasy...
Strike the lowest right with an L3 chaos bolt. 15 9 + 13 2wild. Fire
Rainbow....... Mooo....
(Correct last post) Absinthe uses a dash action to make his way around the boat towards the man stuck by the spear.
On my next turn Absinthe continues towards the skewered man, if I need to dash again I will. If I can reach him I will try to pull the spear from him, if I can't pull it out this turn then I will grab the rope so the merfolk can't pull on it.
(Retro) Absinthe leaps across the opening in the deck and shoves past other crewmembers in order to get next to the man who was harpooned.
Absinthe in real-time probably realized the guy he rushed up to is no longer in a strength contest with a merrow, even though the player controlling him didn't realize that Merrow died, or that three other guards are now fighting for their lives. So, instead of ripping out what is basically a fishhook from the guy who isn't in immediate danger, I'm assuming you're going to want to get to a different guard and try to unhook them? I'll roll athletics for you: 10 Unfortunately, you accomplish nothing.
Dirk hits #18 square in the face with a chaotic bolt of fire.
Gearbox lobs a javelin at #18: Attack: 18 Damage: 5
The boat stays on course. Miggetter yells: "Drive 'em off! They're tryin' ta get an easy meal!"
The Mangonels Take both guards assigned to them, but they are now reloaded.
Mary moves her Hex to #14 and attempts to blast it: Attack: 20 Damage: 10 but misses.
Fjolnir and Dustfinger are up.
21- Absinthe
19- Dirk
19- Gearbox
16- Captain Miggetter
16- Mangonels
14- Mary Spell slots: [X][] (C) Hex
14- Fjolnir
12- Dustfinger (1d6 Bardic Inspiration) (C) Hex
10- Garrett Spells: 1[X][][][] Bardic Inspiration: [X][][]
9- First Mate and Bosun
8- Az Emberi (C) Call Lighting
8- Guards x15 (3 currently skewered)
8- Merrow x16 AC: 13 / HP: 45
#1 Taken 31 damage
#2 Taken 11 damage
#3 Taken 25 damage
#5 Taken 7 damage
#6 Taken 5 damage
#8 Taken 9 damage
#10 Taken 10 damage
#13 Taken 16 damage
#14 Taken 32 damage (Hexxed by Mary)
#16 Taken 11 damage
#17
#18 Taken 28 damage
4- Ballistae (Aiming @ #1, 2, 4, and 5)
-We are all just one failed saving throw away from someone else's fantasy...
Dusty takes aim at one of the shimmering shapes below the water's surface, refocusing his Hex upon it, and blasts away.
BA move hex to Merrow 15, EB twice with disad
8 Damage 1 + 5
9 Damage 6 + 6
Fjolnir spots snotlizard 9, trying to pull a guard, and moves his hunters mark on it, firing one arrow right away, and immediately following with another.
Longbow att 27 dmg 6 att 25 dmg 8 Mark 2
Fjolnir fires two arrows in quick succession at #9, missing with the first then correcting his error to connect with the second.
Dustfinger misses the newly hexed #15 due to the water diffraction. (Is that diffraction? My physics is a little rusty. Also, a 4 or better on your 1d6 inspiration would hit, just throwing that out there if you want to retro it.)
Garrett targets 17 again, but casts Vicious Mockery this time. CON Save vs DC 13: 12 or take 1 damage and has disadvantage on next attack. "Your mother was a squid! She also gives good head!" Whoever said "words will never hurt me" never met a bard. Then he gives Az Emberi a bardic inspiration for 1d6.
The First Mate and Bosun fire arrows at 9 and 14 respectively. Attack: 9 Damage: 8 / Attack: 24 Damage: 8
The arrow for 9 misses but #14 is looking pretty rough.
Az Emberi is up.
21- Absinthe
19- Dirk
19- Gearbox
16- Captain Miggetter
16- Mangonels (Loaded, ready to aim)
14- Mary Spell slots: [X][] (C) Hex
14- Fjolnir (C) Hunter's Mark
12- Dustfinger (1d6 Bardic Inspiration) (C) Hex
10- Garrett Spells: 1[X][][][] Bardic Inspiration: [X][X][]
9- First Mate and Bosun
8- Az Emberi (1d6 Bardic Inspiration) (C) Call Lighting
8- Guards x15 (3 currently skewered)
8- Merrow x16 AC: 13 / HP: 45
#1 Taken 31 damage
#2 Taken 11 damage
#3 Taken 25 damage
#5 Taken 7 damage
#6 Taken 5 damage
#8 Taken 9 damage
#9 Taken 12 damage
#10 Taken 10 damage
#13 Taken 16 damage
#14 Taken 40 damage (Hexxed by Mary)
#15 (Hexxed by Dustfinger)
#16 Taken 11 damage
#17 Taken 3 damage (D) on next attack
#18 Taken 28 damage
4- Ballistae (Aiming @ #1, 2, 4, and 5)
-We are all just one failed saving throw away from someone else's fantasy...
Dirk is starting to take notice of Garret and jealousy narrows his eyes. Competition is brewing.
Rainbow....... Mooo....
Use action to call lightning on 18. 19 lightning dmg
Az Emberi reaches to the sky, makes a fist and pulls down, forcing lightning to strike the merrow in the water. It shudders as it's being electrocuted and after the flash and deafening boom, a charred vaguely fish-like person is all that remains. (I wrote this before I realized I needed to roll a DEX Save for him... 8 You know what, **** it he takes full damage because... DM error in your favor)
This frees the guard on the mangonel from struggling against the large aquatic terror.
Guards and Merrow again. First, the three merrow who managed to kill their prey dive deeper until they're out of sight, easily carrying their meals. The other two merrow essentially have their guards grappled and can move them at half speed, which still puts them 30' below and out of sight. With no swim speed, disadvantage due to heavy armor in water, and being smaller size and lower STR than the merrow, the guards are doomed to drown. (So for those that didn't catch the OOC chat, that means you have 1 round to save any still living guard that gets pulled overboard before they are lost forever.)
The guards use their spears to attack the merrow as they surface again.
2@ #6: Attack: 18 Damage: 3 / Attack: 22 Damage: 3
3@ #9: Attack: 14 Damage: 5 / Attack: 17 Damage: 6 / Attack: 4 Damage: 3
3@ #13: Attack: 4 Damage: 7 / Attack: 21 Damage: 3 / Attack: 14 Damage: 3
5@ #14: Attack: 22 Damage: 5 / Attack: 8 Damage: 5 / Attack: 15 Damage: 6 / Attack: 17 Damage: 3 / Attack: 7 Damage: 5
2@ #15: Attack: 9 Damage: 6 / Attack: 14 Damage: 6
#14 dies. Absinthe is able to keep the guard on deck as the merrow's corpse tugs the rope on its way down.
Merrow 9 already has a guard hooked and attempts to pull him over again: 20 vs 17 It succeeds, the guard is violently yanked overboard and disappears beneath the waves. (There's still a short amount of time to save him though)
The other Merrow go for another volley: Attack: 7 Damage: 11 / Attack: 14 Damage: 12 / Attack: 7 Damage: 14 / Attack: 19 Damage: 8 / Attack: 19 Damage: 10 / Attack: 10 Damage: 11 / Attack: 17 Damage: 10 / Attack: 21 Damage: 7
#1, 4, 13, 15 and 17 all hit, of them, only #1 doesn't kill the guard with the initial strike. He pulls: 13 vs 5 and takes the guard under.
(Missed that Merrow 17 should have had disadvantage: 10 Still hit, carry on then.
The crewmen instinctually fill open spots on the weapons. The Ballista fire at the merrow they were already aiming at, even though they are 10' down:
vs #1: 18 #2: 12 #4: 16 #5: 8 All 4 weapons hit! They all peirce for: 17 / 8 / 13 / 22
Merrow #1 is impaled leaving the guard to attempt to surface (next round).
All four ballistae are reloaded.
Absinthe and Dirk are up!
The guards with #4, 13, 15, and 17 are dead, there is no saving them. Technically, you can still target those merrow, but... why?
The guard with #9 can be saved.
#2, 5, and 6 are still threats, too.
21- Absinthe
19- Dirk
19- Gearbox
16- Captain Miggetter
16- Mangonels (Loaded, ready to aim)
14- Mary Spell slots: [X][] (C) Hex
14- Fjolnir (C) Hunter's Mark
12- Dustfinger (1d6 Bardic Inspiration) (C) Hex
10- Garrett Spells: 1[X][][][] Bardic Inspiration: [X][X][]
9- First Mate and Bosun
8- Az Emberi (1d6 Bardic Inspiration) (C) Call Lighting
8- Guards x11
8- Merrow x8 AC: 13 / HP: 45
#2 Taken 23 damage
#4 Taken 13 damage
#5 Taken 29 damage
#6 Taken 14 damage
#9 Taken 19 damage
#13 Taken 26 damage
#15 Taken 0 damage (Hexxed by Dustfinger)
#17 Taken 3 damage
#3, 7, 8, 10, 16 absconded with prey.
#1, #11, 12, 14, 18 Dead.
4- Ballistae (Loaded)
-We are all just one failed saving throw away from someone else's fantasy...
Absinthe decides to taunt on of the merrow into throwing its rope spear at him. He flails his hands over his head and shouts, "Hey, over here! Throw one of those spears at me! I want to see one!" with the intent of using his deflect missile attack and pull one of them fish up on to the boat.
I run to the opposite side of the boat towards 9. Use my innate suggestion with a supernatural boom in my voice. Release, and help him back into the boat. Turn to Absinthe.
Don't be afraid to catch fish. Ride drop top and chase thrills. I know you ain't afraid to pop pills, Baby, I know you ain't scared to catch fish, fish with me
Bardic inspiration.
Rainbow....... Mooo....
What the Folk? Round... whatever
Absinthe uses the rigging to get around the crowd and toward the front of the boat. He tries to get the attention of one of them to spare a guard, and perhaps reel in a merrow. Intimidation: 11 vs Merrow insight: 17 You're not sure, but you don't think it changed its mind.
Dirk also uses the rigging to get across toward #9 in an attempt to make it give back the guard it dragged under. WIS Save vs DC 15: 20 Oof, but it resists the mental order.
Gearbox, unable to get close enough to #9, throws a javelin at disadvantage. Attack: 12 Damage: 4 and misses.
The ship keeps going, Miggetter knowing these things are too fast and too agile to try and outmaneuver them. The only hope is to drive them off, or more guards will be sacrificed.
The two Mangonels aim at #5 and 6
Mary moves her Hex to #6 and gives it Disadvantage on STR checks, then she holds the energy for an Eldritch Blast in her hand, ready to strike as soon as it surfaces.
Fjolnir and Dustfinger are up.
21- Absinthe (Bardic Inspiration)
19- Dirk
19- Gearbox
16- Captain Miggetter
16- Mangonels (Aimed at #5 and 6)
14- Mary Spell slots: [X][] (C) Hex (Holding Eldritch Blast for #6)
14- Fjolnir (C) Hunter's Mark
12- Dustfinger (1d6 Bardic Inspiration) (C) Hex
10- Garrett Spells: 1[X][][][] Bardic Inspiration: [X][X][]
9- First Mate and Bosun
8- Az Emberi (1d6 Bardic Inspiration) (C) Call Lighting
8- Guards x11
8- Merrow x8 AC: 13 / HP: 45
#2 Taken 23 damage
#4 Taken 13 damage
#5 Taken 29 damage
#6 Taken 14 damage (Hexxed by Mary, D on STR)
#9 Taken 19 damage
#13 Taken 26 damage
#15 Taken 0 damage (Hexxed by Dustfinger)
#17 Taken 3 damage
#3, 7, 8, 10, 16 absconded with prey.
#1, #11, 12, 14, 18 Dead.
4- Ballistae (Loaded)
-We are all just one failed saving throw away from someone else's fantasy...
Dusty points at the injured merrow (13) just ahead of his last target and invokes its funeral rites prematurely.
Wis save vs 15 or 9 damage
-We are all just one failed saving throw away from someone else's fantasy...
The dwarf angrily tries to save the guard pulled into the surf by the 9th of these low-tide sprites."Yer revels now are ended!" he barked, and looses two arrows at it.
Longbow att 10 dmg 7 att 12 dmg 5 Mark 1
Call lightning 9. If fjolnir killed 9 then 5.
18
Fjolnir, unfortunately, misses with both arrows as the guard continues to be dragged below by #9.
Dustfinger tolls the bell on #13 Wis Save: 20 and rings it's ears, painfully. However, with no one else targeting the merrow, it gets away with its already slain guard/meal.
Garrett sees the urgency of the situation and tries to stop #9 in his tracks with a bought of hideous laughter. WIS Save: 9 It fails! It is now stationary in the water, bubbling with laughter and releasing his grip on the rope that holds the guard underwater.
Az Emberi brings down another bolt of lightning at the laughing merrow in an attempt to finish it off and end the danger for the guard. DEX Save: 15 It doesn't even know what hit him as electricity surges through it for full damage.
Merrow #4, 13, 15, and 17 predictably fade into deeper waters, getting what they came for, all damage done to them wasted. #9 spends its turn laughing, then gets to make another save: 20 Success, next turn it will be able to move if it makes it that far. #2, 5 and 6 surface and throw their harpoons. #5 takes the bait to try to get Absinthe.
#2: Attack: 8 Damage: 11
#5: Attack: 7 Damage: 12
#6: Attack: 10 Damage: 12
But all of them miss their targets! They sink back beneath the surface but not before the guards attack.
The two guards out of the water make it back to the boat and are able to hold on to the side.
6 guards attack #6 (Most at disadvantage): Attack: 5 Damage: 3
Attack: 14 Damage: 3 / Attack: 7 Damage: 2 / Attack: 11 Damage: 4 / Attack: 6 Damage: 3 / Attack: 5 Damage: 5
3 attack #9: Attack: 7 Damage: 2 / Attack: 20 Damage: 4 / Attack: 14 Damage: 4
#9 dies with two very lucky hits.
I forgot Mary was holding Eldritch Blast for #6: Attack: 22 Damage: 14 Hex: 4
The 4 ballista aim and fire at 2, 5 and 6. #2: Attack: 17 Damage: 27
2@#5: Attack: 8 Damage: 20 / Attack: 15 Damage: 11
#6: Attack: 17 Damage: 9
Absinthe and Dirk are up!
21- Absinthe (1d6 Bardic Inspiration)
19- Dirk
19- Gearbox
16- Captain Miggetter
16- Mangonels (Aimed at #5 and 6)
14- Mary Spell slots: [X][] (C) Hex
14- Fjolnir (C) Hunter's Mark
12- Dustfinger (1d6 Bardic Inspiration) (C) Hex
10- Garrett Spells: 1[X][X][][] Bardic Inspiration: [X][X][]
9- First Mate and Bosun
8- Az Emberi (1d6 Bardic Inspiration) (C) Call Lightning
8- Guards x11
8- Merrow x8 AC: 13 / HP: 45
#2 Taken 31 damage
#5 Taken 29 damage
#6 Taken 33 damage (Hexxed by Mary, D on STR)
#3, 4, 7, 8, 10, 13, 15, 16, 17 absconded with prey.
#1, 9, 11, 12, 14, 18 Dead.
4- Ballistae
-We are all just one failed saving throw away from someone else's fantasy...
Absinthe continues to taunt number 5.
"I'm not good at making people want to hit me. Maybe it's because I'm big and strong or maybe because you have such a tiny fish dick!"