There's a drumming that was inside Doozey's head, that started the moment he focused on the specters. One that only grew louder and louder the longer his eyes lingered upon them. For the briefest of moments, his mind flashes back to the cave drawings, and then again to the parchment and the bargain struck between the islanders. Shaken from his thoughts by the swaying of the ship, and no doubt cry of creatures finally penetrating his skull, he takes advantage of Utar's "distraction" to nimbly makes his downward, and looks around frantically for a door or hatch that may lead into the hull. And hopefully villagers to find.
Stealth: 9. (If stealth would not be appropriate, take the 1st roll and apply the appropriate modifers)
As for Biscuit, realizing he wasn't getting any head way 'digging' through the floorboards, he trundle off towards the nearest downward sloping steps just prior to sniffing around again for a better angle. If his nose ultimately leads him to a doorway leading back to the scent, he starts pawing and biting at whatever amounted to a latch in some eager attempt to try an open it; like the good 'ol rapscallion days.
If at that point Doozey notices this, he'll at least pauses to investigate the matter further. But if not, his focus remains on looking for the best way to navigate the fray using the clearly undead sailors to his advantage.
This post has potentially manipulated dice roll results.
Acrobatics: 8
As Neya attempts to move to the rigging to try ambush the wild swaying of the ships cause her to lose her footing. She scrambles back to her feet and tries to remain hidden behind the boxes to try and maintain some sort of advantage.
Stealth: 19 (+10 more if Pass without Trace is still active)
Utar tries to maintain the ruse for a bit longer, if not for Ixas, at least for her men. The cultist captain does not respond to Utar's request for a direct command, instead focusing on fighting the bloated pirate that has now gone up the steps connecting the lower and upper decks. Not wanting to wait around and knowing his act is not likely to hold much longer (Ixas already voiced her discovery, after all), Utar moves down a different set of stairs and reaches the lower deck, ready to prove his "allegiance". Ixas reacts by instead parrying the pirate and ordering Graxx to "follow and kill that impostor". Without revealing his true intentions, the barbarian follows the half-orc downstairs.
Doozey follows Graxx downstairs and Biscuit follows the halfling. Changing strategies, the hunter seeks a place to hide and determines that the nearest of the three masts might just do the job. His mastiff continues to sniff around and the two simultaneously look at the closed door just beneath the helm. It is likely that it leads to the the captain's quarters, but in the absence of a clear path to the hull of the ship, chances are that very door serves this same secondary purpose. Bright light comes through the gaps around the edge of the door.
Neya tries to follow her companions, aiming to reach the ship's central rigging. The vessel shifts just at that point in time and forces the monk to stay put after regaining her balance. Luckily, she is almost certain her position has not been compromised. Her mystical hiding powers are sure coming in handy.
At the lower deck, one of the bloated pirates (the one with greenish and yellow pustules all over his arm and face) slits a Kobold's throat and turns to face the new arrivals.
This post has potentially manipulated dice roll results.
(@Lerus: Forgoing check, and accepting Difficult Terrain Penalty this turn)
Seeing his way donward, Doozey makes a beeline for the door, and subtly tries to give the door a try, prior to hopefully being able enter immediately. Though if its locked in anyway, a growling halfling turns back on the rest of the ship, crossbow ready to fire upon at least the fishman at the prow of the ship. But, not before his eyes regained their golden hued as another is marked for slaying. "Biscuit. Defend." He gestures to the spot just before the door. A task the mastiff reluctantly followed through on, if but because of all clearly biteable targets available.
Movement: To BR-59.
Bonus action: Slayer's Prey on Kuo-Toa at BQ-49.
Action: Check... door to see if unlock? (If action would otherwise still be available: Light Crossbow - Attack: 15 Damage: 9 on Kuo-Toa marked) (If not at advantage from being unseen/noticed by the target, just take the first roll)
Movement(remaining): To BR-58.
Biscuit's "Turn":
Movement(Biscuit): To BR-59.
Action:Ready to Bite any hostile enemy that approaches the Door.
Finally getting her sea legs, Neya slinks out from behind the crates and creeps over to Ixas in an effort to catch her off-guard, knock her out and remove one of the more prevalent threats.
Stealth: 37
As she approaches, the tingling in her hands soon manifests two dragon-like talons appearing on top her hands (think Shredder's claws)
Unarmed Attack: 27 Damage: 9
Extra Unarmed Attack: 27 Damage: 7
Bonus Unarmed Attack: 20 Damage: 10
(If advantage does not apply to attacks against Ixas, take first rolls)
This post has potentially manipulated dice roll results.
(@Drache: Nice call with the claws! Do they hurt on the way out like Wolverine's? I'd say your unarmed attacks deal piercing damage now, unless you are strongly against it. Also, the first attack reveals your position, so the subsequent ones are not rolled with advantage. That means your third attack roll was just a 10 to hit.)
Neya uses her shadow training to approach the cultist captain unnoticed. She then stabs the tiefling with her brand new claws and follows that up with one more successful punch (Ixas takes 16 magical piercing damage). By the time a third strike is attempted, Ixas has regained enough of her poise to block it with her blade.
-> Ixas' concentration checks {DC 10}: 14, 9
Ixas gasps as whatever spell she was holding fades away. At this moment (it should have been at the beginning of her turn, really), Neya feels the stench of the pale-skinned pirate enter her nose:
The monk's nostrils burn a bit causing her to close her eyes for a moment (Neya takes 2 fire damage).
On the lower deck, Doozey approaches the door cautiously as Biscuit assume a protective stance in front of it. Both master and beast feel the effects of the pirates plumes as well, and their are closer to the source too (roll save with disadvantage).
Both of them get the sniffles (Doozey takes 2 fire damage; Biscuit takes 3 fire damage). The hunter then notices that there is no knob or hoop on the wooden door in front of him, so a simple push is all that is needed to swing it open. Attributing this finding to his halfling's luck, Doozey then turns to mark and shot a crossbow bolt at a random enemy before looking into the small foyer past the door. The projectile pierces the fishman's chest, but does not bring him down quite yet (Kuo-Toa#2 takes 13 piercing damage).
With a smirk on his face, Doozey turns back to face the foyer and finds another door immediately after the one he pushed open. This one seems sturdier, and it does have a knob. To its left, a set of steps stretches downward.
This post has potentially manipulated dice roll results.
The infernal pirates fling either their blades or their disgusting saliva at whatever enemy is in front of them:
-> Scimitar vs. Ixas: Attack: 16Damage: 6 slashing.
-> Bite vs. Kobold#1 {BP-57}: Attack: 25 Damage: 11 piercing.
-> Bite vs. Cultist#2 {BS-53}: Attack: 17Damage: 8 piercing.
-> Scimitar vs. Utar: Attack: 18Damage: 9 slashing.
-> Bite vs. Kuo-toa#2 {BQ-49}: Attack: 18 Damage: 7 piercing.
The attacks are somewhat sluggish, and most would-be targets manage to parry them with some ease. That is not the case for one of the Kobolds, who is bit on the face (Kobold#1 takes 7 piercing damage and is DEFEATED). By the prow, the injured Kuo-toa also meets its end at the pirate's jaw (Kuo-toa#2 takes 7 piercing damage and is DEFEATED). The victorious pirate moves closer to the other Kuo-toa nearby.
The remaining and now surrounded Kuo-toa, fights back with its spear:
The pirate flinches in pain as the spear sinks into his bulging skin but fails to go as deep as intended (Bloated Pirate#5 takes 3 piercing damage).
(Utar is up next. Please start your turn by rolling a {DC 11} CON saving throw at disadvantage and don't forget the moving mechanics explained in the spoiler box within this post.)
(@MB: You may assume that Utar found and picked up a scimitar from the floor in regards to your last post. I already added it to your inventory.)
This post has potentially manipulated dice roll results.
CON save 5 or 20 (Looks like Utar is taking fire damage.)
Ixas' instructions to Graxx still ringing in his ears, Utar knows that this particular jig is up, at least for him anyway.
He drops the scimitar and draws Lightbriner, throwing open his robes as he does so to reveal the white hand of Torm.
Circling the undead pirate his shield hand reaches his amulet, hoping he still has one favour left. He utters a silent prayer, channeling his connection to Torm, hoping to turn the undead pirate from the fight.
(Moving to BR,55. Forgoing the DEX save since Utar isn't going far and would be moving carefully. Turn undead causes all undead who can see or hear Utar to make WIS save (assuming DC is my spell save DC? If so, DC is 14.) If they fail and their CR is 1/2 or lower they are destroyed, otherwise they flee and cannot willingly move with 30ft of Utar.)
This post has potentially manipulated dice roll results.
-> Stench damage: 1 fire.
Utar reveals his full Tormite form by throwing his disguise-robe and temporary blade to the ground. As he does so, he can't help but feel the hairs inside his nostrils burn due to the fetid smoke taking over most of the boat (Utar takes 1 fire damage).
The cleric then approaches the flames and calls on his deity to turn any an all nearby undead threat away from him. Utar's confidence in the chosen maneuver washes away as the burst of light delivered by Torm fails to turn any of the surrounding foes. Despite their appearance, it would seem that these hellish pirates are not cursed with undeath...
She groans more in annoyance than in pain (Ixas takes 1 fire damage) and then disappears in a small cloud of silver mist that rises upward from her feet. The tiefling captain reappears balancing herself on top of the ship's railing at {BS-63}, before gathering the moisture in the air with her free hand. She curls that hand into a fist and the moisture on it quickly freezes. Despite the flames nearby and the burning air feeling her lungs, Neya feels like her elbows are suffering from Frostbite.
-> Neya's CON saving throw {DC 15}: 21Damage: 6 cold.
The monk shakes that strange coldness away and remains unharmed.
-> Dagger vs Bloated Pirate#2 {BP-56}: Attack: 8Damage: 3 piercing.
The gases are too much for the wee fighter, who feels his lungs burning and is incapable of properly thrusting his blade (Kobold#2 takes 4 fire damage).
The two human cultist henchwomen are also covering their faces as they swing their scimitars. One tries to slash a bloated pirate near the farthest mast of the ship, while the other tries to teach Neya a lesson.
-> Cultist#1's CON saving throw {DC 11}: 4Damage: 3 fire.
-> Scimitar vs Neya: Attack: 23 Damage: Unable to parse dice roll. slashing.
Covering her face seems to work for one of the cultists, but not the other (Cultist#2 takes 4 fire damage). Unlike their Kobold compatriot, these survivalists are successful in slashing their respective opponents. The weird pirate's belly is only slightly cut despite the strong weapon swing (Bloated Pirate#3 takes 3 slashing damage), while Neya's elbow finally gets damaged (Neya takes 2 slashing damage). The monk can't help but gasp as she feels the last of the revitalizing power from the crones' water leave her body (no more temp HP).
(Graxx is up next. Please start your turn by rolling a {DC 11} CON saving throw at disadvantage. If you fail this save, go ahead and also roll a {DC 15} WIS save for your cursed sword. Finally, don't forget the moving mechanics explained in the spoiler box within this post.)
Seeing many around him having trouble breathing, Graxx holds his breath momentarily and turns his back to the lower deck. Before he can move back to the upper deck, the shifting boat causes the barbarian to lose his balance. He recovers but it takes all of his focus to be able to reach Ixas. Graxx's stare tells the tiefling lady all she needs to know about his intentions. The ruse is completely nullified now.
Nonetheless, Ixas has no way of knowing that the "treacherous" tribesman was never one of her own: "Even you Sky Pony?" she asks, intrigued. "Know that your entire village will suffer for this betrayal!"
From the mist surrounding the Audacity, a loud laugh of enjoyment is birthed. The sound of boots hitting the bone deck get louder as their owner approaches the crash site. She breaks through the mist and flames with a smile on her face: "Come my buccaneers, finish this rabble quickly in the name of your captain, and yours truly, Reeve Sar Testain! We have vengeance to enact on a certain Folk!" She looks nothing like her bloated minions, though she also sports many scars. Her humanity, at least visually, has remained untouched. Many blood stains and splotches adorn her clothes and skin, both of which have been clearly sullied by much more than just the blood. She carries many blades and the necessary leather straps to hold them all, and her night-colored braids have been set just so they don't bother her in combat.
-> Rolling initiative for Captain Reeve Sar Testain: 10
(Neya and Doozey are up next. Please begin your turns by rolling a {DC 11} CON saving throw each. Doozey and Biscuit must do so at disadvantage, Neya mustn't).
(@Lerus: I think... Just figured out why those saves were at disadvantage. XD)
Doozey's Con Save(DC 12): 4.
Biscuit's Con Save(DC 12): 2.
(@Lerus: Hope it's alright, but feel free to ignore these rolls if not. Just doing this ahead of time to know if Biscuit falls, and if i'll have to modify Doozey's actions accordingly. Assuming the damage remains unchanged, Doozey takes 4 fire damage, and Biscuit takes 2 fire.)
Doozey doesn't so much as see, as it is that he hears a far too hard thump from behind from a body hitting the deck. One that was far too loud in his ears, having managed to cut through the din of fighting throughout the ship. "You alright, Biscuit? .... Brother?" Slowly, the stoutling turn, still denying the truth up until he saw the collapsed body. The color immediately drains from his face. In that moment, he no longer heard anything of the present; only the screams of many a distant Stoutlings being torn apart.
A Clan sundered by a threat Doozey never saw for himself. Yet, the screams... the roars... it all began flowing back as he stared at fallen form of the up to then only other suvivor...
His legs began to tremble; and yet, by some miracle and force of will, Doozey shook his head rapidly, dropped the crossbow, and began pulling/dragging Biscuit past the door and practically into the next one. Almost immediately after, he closes the previous door. "It's gonna be alright, Brother... It's gonna be alright...It's-..." He turns again back to hopefully just unconscious form, all but collapsing beside it. "It's-It's-It's.... *sniffle*... It's gonna be alright, okay. Just... just hang in there... please?" The words came out calm, yet the tears feel freely.
Action/Movement: Move to BP-However far past the outerdoor that he can.
This post has potentially manipulated dice roll results.
(I'm good with how her talons are treated and yes, there is some discomfort. Forgoing check and taking movement penalty)
CON save [DC11]: 14 Damage: 4 fire
With another face joining the fray, Neya reminds herself amid coughing, "One issue at a time, no time to get stuck in your own head..."
She turns her attention first to the cultist who hit her arm and attempts to beat her down. She then turns any remaining attacks to the pirate nearest to her.
Unarmed Attack: 12 Damage: 7
Extra Unarmed Attack: 28 Damage: 12
Bonus Unarmed Attack: 18 Damage: 6
If both of her targets go down, she'll join up with Graxx to back him up.
(OOC: Yes, please feel feee to roll the damage and any follow up concentration checks as you have in the last couple of posts here. Makes my life easier! ☺ )
The air quality is still tough for most fighting on the ship. The sulfuric stench is strong and hurts your lungs. Though closer to the edge than most, Neya is still harmed by it (Neya takes 4 fire damage). Right in the middle of it all, Doozey fares no better (Doozey takes 4 fire damage). It takes a moment for the halfling to notice it, but BIscuit's lungs were not made for this. The mastiff wheezes and gags in rapid succession for a few seconds. Then, for a brief moment, he sounds as healthy as he has always been. With a final "boof", the beast falls on the deck, his massive body still protecting the door as ordered (Biscuit takes 2 fire damage and is DEFEATED).
Neya refocuses her attention and with two quick claw-enhanced punches to the nearby cultist's gut, leaves her bleeding to her death (Cultist#1 takes 13 magical piercing damage and is DEFEATED). The monk then takes a step closer to the stairs leading to the lower deck to meet the Bloated Pirate with a charred leg in combat. Unlike the cultists' weapons, Neya's claws slash through the bulged out muscles of this pirate with ease. Though she brings him to his knees, the pirate is not down for the count yet (Bloated Pirate#1 takes 10 magical slashing damage).
-> Neya is now at {BP-60}.
Below, Doozey uses all his strength to pull Biscuit's body into the tight foyer he discovered a moment ago. The five-squared-feet space can barely contain the two. Doozey closes the non-lockable door behind him, which prevents most of the stench from following him. The sturdier door in front of him remains locked by the look of it, but light creeps through its many gaps. To his left, steps lead downward into the hull of the ship.
-> Scimitar vs. Kuo-toa#1 {BQ-52}: Attack: 8Damage: 5 slashing.
Neya dodges the slow biting attempt with ease, but Utar is caught by surprise while staring at the second captain's arrival (Utar takes 8 piercing damage). The cleric also feels the temporary benefit of the earlier drink of magical water fade away (no more temporary HP). Elsewhere, the Kobold and the Kuo-toa also put up a fight, though the fishman does not escape unscathed (Kuo-toa#1 takes 4 slashing damage).
The hurt Kuo-toa immediately retaliates against one of the injured-looking pirates accosting him:
-> Kuo-toa#1's CON saving throws {DC 11} (rolling twice because I forgot to do so in his first turn): 16, 2, Damage: 8
Another shallow spear stab damages the farthest of the pirates (Bloated Pirate#5 takes 3 piercing damage) but at the cost of an ill-timed coughing fit (Kuo-toa#1 takes 8 fire damage).
Acrobatics(DC 12): 24.
There's a drumming that was inside Doozey's head, that started the moment he focused on the specters. One that only grew louder and louder the longer his eyes lingered upon them. For the briefest of moments, his mind flashes back to the cave drawings, and then again to the parchment and the bargain struck between the islanders. Shaken from his thoughts by the swaying of the ship, and no doubt cry of creatures finally penetrating his skull, he takes advantage of Utar's "distraction" to nimbly makes his downward, and looks around frantically for a door or hatch that may lead into the hull. And hopefully villagers to find.
Stealth: 9.
(If stealth would not be appropriate, take the 1st roll and apply the appropriate modifers)
As for Biscuit, realizing he wasn't getting any head way 'digging' through the floorboards, he trundle off towards the nearest downward sloping steps just prior to sniffing around again for a better angle. If his nose ultimately leads him to a doorway leading back to the scent, he starts pawing and biting at whatever amounted to a latch in some eager attempt to try an open it; like the good 'ol rapscallion days.
If at that point Doozey notices this, he'll at least pauses to investigate the matter further. But if not, his focus remains on looking for the best way to navigate the fray using the clearly undead sailors to his advantage.
When you realize you're doing too much: Signature.
Acrobatics: 8
As Neya attempts to move to the rigging to try ambush the wild swaying of the ships cause her to lose her footing. She scrambles back to her feet and tries to remain hidden behind the boxes to try and maintain some sort of advantage.
Stealth: 19 (+10 more if Pass without Trace is still active)
Extended Signature
Sky Pony... The word rings in Graxx's head. It's been so long since he was addressed in that way. What a different meaning the word has for him now.
Trying to help Utar keep up his ruse. Graxx resists his urge to strike out at the Wizard and walks toward Utar to further assist him with this task.
Acrobatics: 19
(OOC: Both Protection from Evil and Good and Pass Without Trace are still active).
Utar tries to maintain the ruse for a bit longer, if not for Ixas, at least for her men. The cultist captain does not respond to Utar's request for a direct command, instead focusing on fighting the bloated pirate that has now gone up the steps connecting the lower and upper decks. Not wanting to wait around and knowing his act is not likely to hold much longer (Ixas already voiced her discovery, after all), Utar moves down a different set of stairs and reaches the lower deck, ready to prove his "allegiance". Ixas reacts by instead parrying the pirate and ordering Graxx to "follow and kill that impostor". Without revealing his true intentions, the barbarian follows the half-orc downstairs.
Doozey follows Graxx downstairs and Biscuit follows the halfling. Changing strategies, the hunter seeks a place to hide and determines that the nearest of the three masts might just do the job. His mastiff continues to sniff around and the two simultaneously look at the closed door just beneath the helm. It is likely that it leads to the the captain's quarters, but in the absence of a clear path to the hull of the ship, chances are that very door serves this same secondary purpose. Bright light comes through the gaps around the edge of the door.
Neya tries to follow her companions, aiming to reach the ship's central rigging. The vessel shifts just at that point in time and forces the monk to stay put after regaining her balance. Luckily, she is almost certain her position has not been compromised. Her mystical hiding powers are sure coming in handy.
At the lower deck, one of the bloated pirates (the one with greenish and yellow pustules all over his arm and face) slits a Kobold's throat and turns to face the new arrivals.
ROLLING FOR INITIATIVE:
THE HIGH SEAS:
(
Neya and Doozey are up first).
(@Lerus: Forgoing check, and accepting Difficult Terrain Penalty this turn)
Seeing his way donward, Doozey makes a beeline for the door, and subtly tries to give the door a try, prior to hopefully being able enter immediately. Though if its locked in anyway, a growling halfling turns back on the rest of the ship, crossbow ready to fire upon at least the fishman at the prow of the ship. But, not before his eyes regained their golden hued as another is marked for slaying. "Biscuit. Defend." He gestures to the spot just before the door. A task the mastiff reluctantly followed through on, if but because of all clearly biteable targets available.
Movement: To BR-59.
Bonus action: Slayer's Prey on Kuo-Toa at BQ-49.
Action: Check... door to see if unlock?
(If action would otherwise still be available: Light Crossbow - Attack: 15 Damage: 9 on Kuo-Toa marked)
(If not at advantage from being unseen/noticed by the target, just take the first roll)
Movement(remaining): To BR-58.
Biscuit's "Turn":
Movement(Biscuit): To BR-59.
Action: Ready to Bite any hostile enemy that approaches the Door.
When you realize you're doing too much: Signature.
Acrobatics: 22
Finally getting her sea legs, Neya slinks out from behind the crates and creeps over to Ixas in an effort to catch her off-guard, knock her out and remove one of the more prevalent threats.
Stealth: 37
As she approaches, the tingling in her hands soon manifests two dragon-like talons appearing on top her hands (think Shredder's claws)
Unarmed Attack: 27 Damage: 9
Extra Unarmed Attack: 27 Damage: 7
Bonus Unarmed Attack: 20 Damage: 10
(If advantage does not apply to attacks against Ixas, take first rolls)
Extended Signature
(@Drache: Nice call with the claws! Do they hurt on the way out like Wolverine's? I'd say your unarmed attacks deal piercing damage now, unless you are strongly against it. Also, the first attack reveals your position, so the subsequent ones are not rolled with advantage. That means your third attack roll was just a 10 to hit.)
Neya uses her shadow training to approach the cultist captain unnoticed. She then stabs the tiefling with her brand new claws and follows that up with one more successful punch (Ixas takes 16 magical piercing damage). By the time a third strike is attempted, Ixas has regained enough of her poise to block it with her blade.
-> Ixas' concentration checks {DC 10}: 14, 9
Ixas gasps as whatever spell she was holding fades away. At this moment (it should have been at the beginning of her turn, really), Neya feels the stench of the pale-skinned pirate enter her nose:
-> Neya's CON saving throw {DC 11}: 7 Damage: 4 fire.
The monk's nostrils burn a bit causing her to close her eyes for a moment (Neya takes 2 fire damage).
On the lower deck, Doozey approaches the door cautiously as Biscuit assume a protective stance in front of it. Both master and beast feel the effects of the pirates plumes as well, and their are closer to the source too (roll save with disadvantage).
-> Doozey's CON saving throw {DC 11}: 10 Damage: 1 fire.
-> Biscuit's CON saving throw {DC 11}: 3 Damage: 4 fire.
Both of them get the sniffles (Doozey takes 2 fire damage; Biscuit takes 3 fire damage). The hunter then notices that there is no knob or hoop on the wooden door in front of him, so a simple push is all that is needed to swing it open. Attributing this finding to his halfling's luck, Doozey then turns to mark and shot a crossbow bolt at a random enemy before looking into the small foyer past the door. The projectile pierces the fishman's chest, but does not bring him down quite yet (Kuo-Toa#2 takes 13 piercing damage).
With a smirk on his face, Doozey turns back to face the foyer and finds another door immediately after the one he pushed open. This one seems sturdier, and it does have a knob. To its left, a set of steps stretches downward.
Edit: Neya's concentration check {DC 10}: 13
The infernal pirates fling either their blades or their disgusting saliva at whatever enemy is in front of them:
-> Scimitar vs. Ixas: Attack: 16
Damage: 6 slashing.-> Bite vs. Kobold#1 {BP-57}: Attack: 25 Damage: 11 piercing.
-> Bite vs. Cultist#2 {BS-53}: Attack: 17
Damage: 8 piercing.-> Scimitar vs. Utar: Attack: 18
Damage: 9 slashing.-> Bite vs. Kuo-toa#2 {BQ-49}: Attack: 18 Damage: 7 piercing.
The attacks are somewhat sluggish, and most would-be targets manage to parry them with some ease. That is not the case for one of the Kobolds, who is bit on the face (Kobold#1 takes 7 piercing damage and is DEFEATED). By the prow, the injured Kuo-toa also meets its end at the pirate's jaw (Kuo-toa#2 takes 7 piercing damage and is DEFEATED). The victorious pirate moves closer to the other Kuo-toa nearby.
The remaining and now surrounded Kuo-toa, fights back with its spear:
-> Spear (two-handed) vs. Bloated Pirate#5 {BQ-51}: Attack: 15 Damage: 4 piercing.
The pirate flinches in pain as the spear sinks into his bulging skin but fails to go as deep as intended (Bloated Pirate#5 takes 3 piercing damage).
(Utar is up next. Please start your turn by rolling a {DC 11} CON saving throw at disadvantage and don't forget the moving mechanics explained in the spoiler box within this post.)
(@MB: You may assume that Utar found and picked up a scimitar from the floor in regards to your last post. I already added it to your inventory.)
CON save 5 or 20 (Looks like Utar is taking fire damage.)
Ixas' instructions to Graxx still ringing in his ears, Utar knows that this particular jig is up, at least for him anyway.
He drops the scimitar and draws Lightbriner, throwing open his robes as he does so to reveal the white hand of Torm.
Circling the undead pirate his shield hand reaches his amulet, hoping he still has one favour left. He utters a silent prayer, channeling his connection to Torm, hoping to turn the undead pirate from the fight.
(Moving to BR,55. Forgoing the DEX save since Utar isn't going far and would be moving carefully. Turn undead causes all undead who can see or hear Utar to make WIS save (assuming DC is my spell save DC? If so, DC is 14.) If they fail and their CR is 1/2 or lower they are destroyed, otherwise they flee and cannot willingly move with 30ft of Utar.)
-> Stench damage: 1 fire.
Utar reveals his full Tormite form by throwing his disguise-robe and temporary blade to the ground. As he does so, he can't help but feel the hairs inside his nostrils burn due to the fetid smoke taking over most of the boat (Utar takes 1 fire damage).
-> Utar's concentration check {DC 10}: 5 - Protection from Evil and Good is dropped.
The cleric then approaches the flames and calls on his deity to turn any an all nearby undead threat away from him. Utar's confidence in the chosen maneuver washes away as the burst of light delivered by Torm fails to turn any of the surrounding foes. Despite their appearance, it would seem that these hellish pirates are not cursed with undeath...
(A bunch of cult-folk goes next).
Ixas is little bothered by the stench in the air:
-> Ixas' CON saving throw {DC 11}: 12 Damage: 1 fire.
She groans more in annoyance than in pain (Ixas takes 1 fire damage) and then disappears in a small cloud of silver mist that rises upward from her feet. The tiefling captain reappears balancing herself on top of the ship's railing at {BS-63}, before gathering the moisture in the air with her free hand. She curls that hand into a fist and the moisture on it quickly freezes. Despite the flames nearby and the burning air feeling her lungs, Neya feels like her elbows are suffering from Frostbite.
-> Neya's CON saving throw {DC 15}: 21
Damage: 6 cold.The monk shakes that strange coldness away and remains unharmed.
Fighting for his survival, the one Kobold left tries to stab his friend's murderer as he covers his snout:
-> Kobold#2's CON saving throw {DC 11}: 3 Damage: 2 fire.
-> Dagger vs Bloated Pirate#2 {BP-56}: Attack: 8
Damage: 3 piercing.The gases are too much for the wee fighter, who feels his lungs burning and is incapable of properly thrusting his blade (Kobold#2 takes 4 fire damage).
The two human cultist henchwomen are also covering their faces as they swing their scimitars. One tries to slash a bloated pirate near the farthest mast of the ship, while the other tries to teach Neya a lesson.
-> Cultist#1's CON saving throw {DC 11}: 4
Damage: 3 fire.-> Cultist#2's CON saving throw {DC 11}: 8 Damage: 3 fire.
-> Scimitar vs Bloated Pirate#3 {BR-52}: Attack: 5 Damage: 6 slashing.
-> Scimitar vs Neya: Attack: 23 Damage: Unable to parse dice roll. slashing.
Covering her face seems to work for one of the cultists, but not the other (Cultist#2 takes 4 fire damage). Unlike their Kobold compatriot, these survivalists are successful in slashing their respective opponents. The weird pirate's belly is only slightly cut despite the strong weapon swing (Bloated Pirate#3 takes 3 slashing damage), while Neya's elbow finally gets damaged (Neya takes 2 slashing damage). The monk can't help but gasp as she feels the last of the revitalizing power from the crones' water leave her body (no more temp HP).
(Graxx is up next. Please start your turn by rolling a {DC 11} CON saving throw at disadvantage. If you fail this save, go ahead and also roll a {DC 15} WIS save for your cursed sword. Finally, don't forget the moving mechanics explained in the spoiler box within this post.)
Edit: Neya's concentration check {DC 10}: 21
Con Save (DC11): 27
Acrobatics Check(DC12): 20
Graxx falls prone and gets back up frustrated. He knows he needs to cut the head off the snake. Graxx will Dash to BS,62 and stares the captain down.
Seeing many around him having trouble breathing, Graxx holds his breath momentarily and turns his back to the lower deck. Before he can move back to the upper deck, the shifting boat causes the barbarian to lose his balance. He recovers but it takes all of his focus to be able to reach Ixas. Graxx's stare tells the tiefling lady all she needs to know about his intentions. The ruse is completely nullified now.
Nonetheless, Ixas has no way of knowing that the "treacherous" tribesman was never one of her own: "Even you Sky Pony?" she asks, intrigued. "Know that your entire village will suffer for this betrayal!"
From the mist surrounding the Audacity, a loud laugh of enjoyment is birthed. The sound of boots hitting the bone deck get louder as their owner approaches the crash site. She breaks through the mist and flames with a smile on her face: "Come my buccaneers, finish this rabble quickly in the name of your captain, and yours truly, Reeve Sar Testain! We have vengeance to enact on a certain Folk!" She looks nothing like her bloated minions, though she also sports many scars. Her humanity, at least visually, has remained untouched. Many blood stains and splotches adorn her clothes and skin, both of which have been clearly sullied by much more than just the blood. She carries many blades and the necessary leather straps to hold them all, and her night-colored braids have been set just so they don't bother her in combat.
-> Rolling initiative for Captain Reeve Sar Testain: 10
END OF INITIATIVE ROUND 1
THE HIGH SEAS:
(
Neya and Doozey are up next. Please begin your turns by rolling a {DC 11} CON saving throw each. Doozey and Biscuit must do so at disadvantage, Neya mustn't).
(@Lerus: I think... Just figured out why those saves were at disadvantage. XD)
Doozey's Con Save(DC 12): 4.
Biscuit's Con Save(DC 12): 2.
(@Lerus: Hope it's alright, but feel free to ignore these rolls if not. Just doing this ahead of time to know if Biscuit falls, and if i'll have to modify Doozey's actions accordingly. Assuming the damage remains unchanged, Doozey takes 4 fire damage, and Biscuit takes 2 fire.)
Doozey's Acrobatics(DC 12): 20.
Doozey doesn't so much as see, as it is that he hears a far too hard thump from behind from a body hitting the deck. One that was far too loud in his ears, having managed to cut through the din of fighting throughout the ship. "You alright, Biscuit? .... Brother?" Slowly, the stoutling turn, still denying the truth up until he saw the collapsed body. The color immediately drains from his face. In that moment, he no longer heard anything of the present; only the screams of many a distant Stoutlings being torn apart.
A Clan sundered by a threat Doozey never saw for himself. Yet, the screams... the roars... it all began flowing back as he stared at fallen form of the up to then only other suvivor...
His legs began to tremble; and yet, by some miracle and force of will, Doozey shook his head rapidly, dropped the crossbow, and began pulling/dragging Biscuit past the door and practically into the next one. Almost immediately after, he closes the previous door. "It's gonna be alright, Brother... It's gonna be alright...It's-..." He turns again back to hopefully just unconscious form, all but collapsing beside it. "It's-It's-It's.... *sniffle*... It's gonna be alright, okay. Just... just hang in there... please?" The words came out calm, yet the tears feel freely.
Action/Movement: Move to BP-However far past the outerdoor that he can.
Free Action(Main): Close Door behind himself.
When you realize you're doing too much: Signature.
(I'm good with how her talons are treated and yes, there is some discomfort. Forgoing check and taking movement penalty)
CON save [DC11]: 14 Damage: 4 fire
With another face joining the fray, Neya reminds herself amid coughing, "One issue at a time, no time to get stuck in your own head..."
She turns her attention first to the cultist who hit her arm and attempts to beat her down. She then turns any remaining attacks to the pirate nearest to her.
Unarmed Attack: 12 Damage: 7
Extra Unarmed Attack: 28 Damage: 12
Bonus Unarmed Attack: 18 Damage: 6
If both of her targets go down, she'll join up with Graxx to back him up.
Edit: Concentration check [DC10]: 8
Extended Signature
(OOC: Yes, please feel feee to roll the damage and any follow up concentration checks as you have in the last couple of posts here. Makes my life easier! ☺ )
The air quality is still tough for most fighting on the ship. The sulfuric stench is strong and hurts your lungs. Though closer to the edge than most, Neya is still harmed by it (Neya takes 4 fire damage). Right in the middle of it all, Doozey fares no better (Doozey takes 4 fire damage). It takes a moment for the halfling to notice it, but BIscuit's lungs were not made for this. The mastiff wheezes and gags in rapid succession for a few seconds. Then, for a brief moment, he sounds as healthy as he has always been. With a final "boof", the beast falls on the deck, his massive body still protecting the door as ordered (Biscuit takes 2 fire damage and is DEFEATED).
Neya refocuses her attention and with two quick claw-enhanced punches to the nearby cultist's gut, leaves her bleeding to her death (Cultist#1 takes 13 magical piercing damage and is DEFEATED). The monk then takes a step closer to the stairs leading to the lower deck to meet the Bloated Pirate with a charred leg in combat. Unlike the cultists' weapons, Neya's claws slash through the bulged out muscles of this pirate with ease. Though she brings him to his knees, the pirate is not down for the count yet (Bloated Pirate#1 takes 10 magical slashing damage).
-> Neya is now at {BP-60}.
Below, Doozey uses all his strength to pull Biscuit's body into the tight foyer he discovered a moment ago. The five-squared-feet space can barely contain the two. Doozey closes the non-lockable door behind him, which prevents most of the stench from following him. The sturdier door in front of him remains locked by the look of it, but light creeps through its many gaps. To his left, steps lead downward into the hull of the ship.
(Many a-bad-folk go next).
The unnaturally pale-skinned pirates continue to attack with a mishmash of blades and teeth. Two of them gang-up on the Kuo-toa:
-> Bite vs. Neya: Attack: 18
Damage: 6 piercing.-> Scimitar vs. Kobold#1 {BQ-56}: Attack: 13
Damage: 14 slashing.-> Scimitar vs. Kuo-toa#1 {BQ-52}: Attack: 8 Damage: 9 slashing.
-> Bite vs. Utar: Attack: 12 Damage: 5 piercing.
-> Scimitar vs. Kuo-toa#1 {BQ-52}: Attack: 8
Damage: 5 slashing.Neya dodges the slow biting attempt with ease, but Utar is caught by surprise while staring at the second captain's arrival (Utar takes 8 piercing damage). The cleric also feels the temporary benefit of the earlier drink of magical water fade away (no more temporary HP). Elsewhere, the Kobold and the Kuo-toa also put up a fight, though the fishman does not escape unscathed (Kuo-toa#1 takes 4 slashing damage).
The hurt Kuo-toa immediately retaliates against one of the injured-looking pirates accosting him:
-> Spear (two-handed) vs. Bloated Pirate#5 {BQ-51}: Attack: 22 Damage: 2 piercing.
-> Kuo-toa#1's CON saving throws {DC 11} (rolling twice because I forgot to do so in his first turn): 16, 2, Damage: 8
Another shallow spear stab damages the farthest of the pirates (Bloated Pirate#5 takes 3 piercing damage) but at the cost of an ill-timed coughing fit (Kuo-toa#1 takes 8 fire damage).
(Captain Testain goes next).