"Yes! Welcome!" Thrash would say with a smile. "See queen, kill fish man!" He would say returning a slap on Gilly's shoulder. Then looking to zin, the hulking lizardfolk would hold up his hand as if to correct him. "Give good.. help queen.. then normal business... Thash come also" He would say very matter of fact.
This post has potentially manipulated dice roll results.
Navigation check 5
Gilly has proficiency with Navigator's tool.
This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.
Zin manages to unroll the map and not much more. Gilly and Grif peer at it again and look at the storm around them. Gilly says "I don't reckon this storm is going to blow out in a hurry" to which Griff replies "I think you're right my big blue friend! If we keep running before the storm who knows where we'll end up. Might make sense to see if we can turn around and sail into it! At this Thrash pipes up "Turn boat around. Go back is good idea"
This post has potentially manipulated dice roll results.
Gilly is used to manning the crow's nest, so he'll climb up to keep an eye out, using shape water to keep the rain out of his eyes, prestidigitation to keep warm, and message to relay any necessary messages.
Griff yells out "Before we turn back into this 'ere storm, you better release some of them sailor folk to look after the sails & riggin' & stuff, or this won't end well for us." Having travelled with the crew since it left port, Griff points out the ones he thinks have the right skills and can be "trusted" to do what is needed to help keep the ship intact.
He then surveys the storm to see if he can find a suitable path back into the storm, then after offering up a silent prayer to the Earthmother he turns the ship back towards the oncoming storm.
Whose on which watch please. You'll need to cover 24 hours. Best guess is it'll take you a 3-4 days to sail against the storm back to where the lizardfolk lair is.
Is the storm going to last that long? If this is first watch, Gilly's on first watch. He isn't beyond continuing into exhaustion if he isn't ordered down, though.
Zin only needs 4 hours of rest. I'll take 3rd watch has Zin can see in the dark.
He also has this from his background.
Marine
Feature: Steady
You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see “Travel Pace” in chapter 8 of the Player’s Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
"I say we ride the storm out and then deliver these goods to Thrash's people. Then we have a ship and can get back to business as usual. "
Zin says
"Yes! Welcome!" Thrash would say with a smile. "See queen, kill fish man!" He would say returning a slap on Gilly's shoulder. Then looking to zin, the hulking lizardfolk would hold up his hand as if to correct him. "Give good.. help queen.. then normal business... Thash come also" He would say very matter of fact.
Everybody please make a navigation check
DM - Stopping a god in his tracks
I have no idea how to make a "navigation check", but here's a d20: 8
also a d20 13
Navigation Check: 16
Navigation check 5
Gilly has proficiency with Navigator's tool.
This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.
But what ability is it based on?
I’m happy with either Intelligence or Wisdom
DM - Stopping a god in his tracks
So, 8 +3 (wisdom) +2 (proficiency) = 13
Makes mine 16 +3 (Int mod) = 19
Zin manages to unroll the map and not much more. Gilly and Grif peer at it again and look at the storm around them. Gilly says "I don't reckon this storm is going to blow out in a hurry" to which Griff replies "I think you're right my big blue friend! If we keep running before the storm who knows where we'll end up. Might make sense to see if we can turn around and sail into it! At this Thrash pipes up "Turn boat around. Go back is good idea"
DM - Stopping a god in his tracks
(OOC: If allowed to use wis, mine would have been a 13)
Gilly is used to manning the crow's nest, so he'll climb up to keep an eye out, using shape water to keep the rain out of his eyes, prestidigitation to keep warm, and message to relay any necessary messages.
Perception: 7
A bit late, but navigation check: 19
I think I find my way around better underwater.
Tirohia te Moana - Level 2 Cleric - What shall we do with the Drunken Sailor?
Ebonitus de Viribus - Level 4 Cleric - The Storm King's Thunder - The Gods Respond.
Zin heads back to help Griff with the helm as they battle the storm.
Griff yells out "Before we turn back into this 'ere storm, you better release some of them sailor folk to look after the sails & riggin' & stuff, or this won't end well for us." Having travelled with the crew since it left port, Griff points out the ones he thinks have the right skills and can be "trusted" to do what is needed to help keep the ship intact.
He then surveys the storm to see if he can find a suitable path back into the storm, then after offering up a silent prayer to the Earthmother he turns the ship back towards the oncoming storm.
Whose on which watch please. You'll need to cover 24 hours. Best guess is it'll take you a 3-4 days to sail against the storm back to where the lizardfolk lair is.
DM - Stopping a god in his tracks
Is the storm going to last that long? If this is first watch, Gilly's on first watch. He isn't beyond continuing into exhaustion if he isn't ordered down, though.
Zin only needs 4 hours of rest. I'll take 3rd watch has Zin can see in the dark.
He also has this from his background.
You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see “Travel Pace” in chapter 8 of the Player’s Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.