I believe they were the wizard's chest and the Bosun's. We will be a little more circumspect this time.
In the Wizard’s cabin Hallard & Tiro manage to unlock a chest which contains items of clothing, a leather purse containing 50 gp, and a spell scroll of gust of wind. It also holds the wizard’s spellbook.
Hallard reads through the scroll and turns to Tiro, "Do you mind if I keep this spell? It looks like magic i feel familiar with and I think i could use it well."
Hallard reads through the scroll and turns to Tiro, "Do you mind if I keep this spell? It looks like magic i feel familiar with and I think i could use it well."
Tiro says to Hallard, "It is not really for me to say, but if you think it would assist you to help the crew, then take it and use it well" he then continues, "as the group's healer, I think it would also be in our interest for me to collect thetwopotion of healingand theantitoxin." Collecting the potions and the coins for general party dispersal, Tiro also takes a closer look at the spear and the dagger from the Bosun's cabin. Are they of particularly high quality suggesting further investigation for magical aura? He also says to Hallard " We should probably discuss whether we return the electrum ingots from the captain's cabin to the lizardmen, or keep it as payment for delivering the weapons."
Rollback Post to RevisionRollBack
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.
This post has potentially manipulated dice roll results.
Thumps on the Deck!
Both Hallard and Griff are trimming the sails to as the ship tacks to the northeast. As the storm is still roaring I am assuming that even though it is afternoon only Griff and Hallard are on main deck - the others are in one of the cabins (you can decide) when there is a thump on the forecastle as a harpoon comes out of the sea trailing a rope. "What the?" Hallard yells as shortly afterwards there is second thump and a another harpoon is quivering in the deck trailing a rope. The ropes soon go taunt - obviously somebody is using them to climb - and then over the rail appears two foot tall humanoid figures, one has green skin and darker on its back and other has a yellow tail. Both creatures have fins and gills. One of the creatures has a warhammer but the other is unarmed. "What the?" Griff yells at Hallard who taking a quick look says "Sea Devils".
This post has potentially manipulated dice roll results.
After quickly recognising the creatures, Hallard adds, "Don't hesitate to finish these creatures, the bloody bastards will tear you to shreds given half a chance."
On Hallards Turn
With a flick of his wrist, Hallard sends a bolt of crackling energy at the whichever enemy looks scarier. Eldritch Blast
This post has potentially manipulated dice roll results.
Griff sums up the situation and decides that the unarmed creature is probably the most dangerous and attempts to sneak up & surprise the creatures. If possible he will his Sneak Attack and attack with his Rapier.
After attacking Griff uses disengage as his bonus action to retreat back beyond reach of the creatures while checking to see if any more creatures are boarding the ship.
I would also argue, if it's the next day, that Zin would certainly be on deck as he is a sea elf and has no interest in being cooped up in cabins and would spend the majority of his time on deck.
This post has potentially manipulated dice roll results.
Thrash would be in the lizardfolks quarters.. chewing on a finger he took from one of the dead smugglers and talking to the other lizardfolks about how best to put the ship to good use when they get back to the queen.
If Gilly isn't sleeping (or maybe eating), he'd be in the crow's nest unless asked to do something else. It's what he knows, and now he has to live up to the captain's memory by being the best sailor he knows how to be. And if Zin's on deck, that means everyone's on deck except Thrash, right? DM, could you deactivate (on the campaign page) the characters that aren't applicable anymore?
Looking down at the deck after hearing Griff yell, Gilly sees the creatures boarding. He uses message to tell Thrash that there's trouble on deck and then readies his crossbow to attack next round.
This post has potentially manipulated dice roll results.
DM, could you deactivate (on the campaign page) the characters that aren't applicable anymore?
Done
Gilly fires his crossbow down from the crowsnest but with the howling wind (-4 to Hit) and the fluttering sails is unable to get off an accurate shot and the bolt disappears off into the storm.
Griff closes on the unarmed sahuagin and successfully hits it but as as he has to travel about 25 feet plus climb the ladder to the forecastle is unable to disengage from the combat. Hallard fires off an crackling beam of light but almost as if warned by something the Yellow tailed Sahuagin manages to just duck out of the way.
Seeing a target (Griff) directly in front of her the Sahuagin attacks with her teeth (Attack: 15 Damage: 7 which she quickly follows up with her claws (Attack: 4 Damage: 5).
The other Sahuagin spots Zin on the foc'sle and charges him swinging its Warhammer (Attack: 11 Damage: 10 & Attack: 8 Damage: 8)
I believe they were the wizard's chest and the Bosun's. We will be a little more circumspect this time. Using perception to spot any traps: 15
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.
Thrash would not be concerned with searching the ship... in his mind it all belongs to the queen now.
In the Wizard’s cabin Hallard & Tiro manage to unlock a chest which contains items of clothing, a leather purse containing 50 gp, and a spell scroll of gust of wind. It also holds the wizard’s spellbook.
In the Captain’s cabin they find two potions of healing and a dose of antitoxin.
In the Bosun’s cabin they find 200 sp, a spear, and a dagger.
Waiting on Griff's perception roll.
DM - Stopping a god in his tracks
Hallard reads through the scroll and turns to Tiro, "Do you mind if I keep this spell? It looks like magic i feel familiar with and I think i could use it well."
Tiro says to Hallard, "It is not really for me to say, but if you think it would assist you to help the crew, then take it and use it well" he then continues, "as the group's healer, I think it would also be in our interest for me to collect the two potion of healing and the antitoxin." Collecting the potions and the coins for general party dispersal, Tiro also takes a closer look at the spear and the dagger from the Bosun's cabin. Are they of particularly high quality suggesting further investigation for magical aura? He also says to Hallard " We should probably discuss whether we return the electrum ingots from the captain's cabin to the lizardmen, or keep it as payment for delivering the weapons."
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.
(OOC: apologies for slacking, had a family medical crisis last week, back on board again now).
Perception (+1 Wis Mod): 21
Thrash would talk with the lizardfolk, making sure that they catalog all the weapons and ensure everything is ready to be delivered to the queen.
Thumps on the Deck!
Both Hallard and Griff are trimming the sails to as the ship tacks to the northeast. As the storm is still roaring I am assuming that even though it is afternoon only Griff and Hallard are on main deck - the others are in one of the cabins (you can decide) when there is a thump on the forecastle as a harpoon comes out of the sea trailing a rope. "What the?" Hallard yells as shortly afterwards there is second thump and a another harpoon is quivering in the deck trailing a rope. The ropes soon go taunt - obviously somebody is using them to climb - and then over the rail appears two foot tall humanoid figures, one has green skin and darker on its back and other has a yellow tail. Both creatures have fins and gills. One of the creatures has a warhammer but the other is unarmed. "What the?" Griff yells at Hallard who taking a quick look says "Sea Devils".
DM Secret Rolls
19, 16, 1, 17
Initiative Order: Griff, Hallard, Sahuagin (WH), Sahuagin (Other)
Griff you're up followed by Hallard
DM - Stopping a god in his tracks
After quickly recognising the creatures, Hallard adds, "Don't hesitate to finish these creatures, the bloody bastards will tear you to shreds given half a chance."
On Hallards Turn
With a flick of his wrist, Hallard sends a bolt of crackling energy at the whichever enemy looks scarier. Eldritch Blast
Attack: 15 Damage: 13
I'm not going to overrule or demand, but if you'll look at posts #918 and #923, I could argue that Gilly would also be on deck.
Happy for Gilly to be on deck if you wish but this is actually the next day - sorry if I didn’t make that clear.
The Tiro and Hallard conversation is out of sequence which may have created some confusion.
DM - Stopping a god in his tracks
Griff sums up the situation and decides that the unarmed creature is probably the most dangerous and attempts to sneak up & surprise the creatures. If possible he will his Sneak Attack and attack with his Rapier.
Attack: 24 Damage: 7 + Sneak Attack Bonus(if allowed): 6
After attacking Griff uses disengage as his bonus action to retreat back beyond reach of the creatures while checking to see if any more creatures are boarding the ship.
Both look scary so pick one
DM - Stopping a god in his tracks
I would also argue, if it's the next day, that Zin would certainly be on deck as he is a sea elf and has no interest in being cooped up in cabins and would spend the majority of his time on deck.
He's likely on the upper deck near the bow.
Thrash would be in the lizardfolks quarters.. chewing on a finger he took from one of the dead smugglers and talking to the other lizardfolks about how best to put the ship to good use when they get back to the queen.
Perception check to hear fighting? 12
If Gilly isn't sleeping (or maybe eating), he'd be in the crow's nest unless asked to do something else. It's what he knows, and now he has to live up to the captain's memory by being the best sailor he knows how to be. And if Zin's on deck, that means everyone's on deck except Thrash, right? DM, could you deactivate (on the campaign page) the characters that aren't applicable anymore?
Looking down at the deck after hearing Griff yell, Gilly sees the creatures boarding. He uses message to tell Thrash that there's trouble on deck and then readies his crossbow to attack next round.
More secret dice rolls
17 1
Updated Initiative - Gilly, Griff, Hallard, Sahuagin (WH), Sahuagin (unarmed), Zin
Gilly you can have an action
DM - Stopping a god in his tracks
i choose the yellow tail
Gilly fires down on the one with the hammer.
Crossbow attack: 10, damage: 7 piercing damage
Done
Gilly fires his crossbow down from the crowsnest but with the howling wind (-4 to Hit) and the fluttering sails is unable to get off an accurate shot and the bolt disappears off into the storm.
Griff closes on the unarmed sahuagin and successfully hits it but as as he has to travel about 25 feet plus climb the ladder to the forecastle is unable to disengage from the combat. Hallard fires off an crackling beam of light but almost as if warned by something the Yellow tailed Sahuagin manages to just duck out of the way.
Seeing a target (Griff) directly in front of her the Sahuagin attacks with her teeth (Attack: 15 Damage: 7 which she quickly follows up with her claws (Attack: 4 Damage: 5).
The other Sahuagin spots Zin on the foc'sle and charges him swinging its Warhammer (Attack: 11 Damage: 10 & Attack: 8 Damage: 8)
Zin your'e up.
Thrash you can arrive at the end of the round.
DM - Stopping a god in his tracks