Crossbow bolts bounce off the armored dwarf as he strains to break the mast. A white rune glows on his chest and the giant dwarf bulks out even more. He attempts to snap the mast again.
Looking around, Rober notices two figures, one whose bearing clothes and demeanor mark him as an officer, probably the captain, and one who can only be a wizard. That's my target. With a thought, he sends Cyryc scampering to the wizard, to do his distraction trick. Rober moves right behind the lizard, summoning Justice to his hands as he runs. "Feel the bite of Justice, wizard!"
Cyryc will attempt to give the Help action so Rober get's Advantage on his next attack on the wizard. Acrobatics 3
Great Axe attack w/Advantage 15 OR without Advantage 10, damage 9.
If it looks like he is going to be hit, Rober will use his reaction to cast Shield, unless it's a critical hit, in which case we won't bother.
attack hits, cleaving into the enemy wizard for damage.
This post has potentially manipulated dice roll results.
The pirate captain attacks orgen, clearly enraged by the broken mast. Hand Crossbow. Ranged Weapon Attack: 20 to hit, range 30/120 ft., one target. Hit: 3 piercing damage. Longsword. Melee Weapon Attack: 22 to hit, reach 5 ft., one target. Hit: 9 slashing damage.
Ship Wizard ... cast misty step He appears on the foredeck, above the combat.
Bandits... both attack Orgen again. Light Crossbow. Ranged Weapon Attack: 22 to hit, range 80 ft./320 ft., one target. Hit: 4 piercing damage. Light Crossbow. Ranged Weapon Attack: 9 to hit, range 80 ft./320 ft., one target. Hit: 5 piercing damage.
As the slash of the captain and the arrow find the chinks in his armor Orgen feels the blinding pain of wounds cutting deep into him. Orgen pauses and then if a roar finds renewed strength he turns in front of the captain and drops the now broken mast toward him.
Bonus action: Second wind: 12
Orgen now released from his burden pulls out the greatsword he acquired a fiery red rune being drawn on the blade. He lets out a bellowing war cry attempting to scare all the crew on the ship.
( I would like to do a strength intimidate check, but if that is a no go I'll just roll the charisma and if you okay with strength just add 2 to the roll since I get advantage either way.)
intimidate: 9
if that takes my action I will use action surge and attempt to grapple the captain with one hand and chuck him overboard. if that is a two-turn action I'm okay with it.
Rober nods his head as the wizard casts his spell. "Well played, Wizard!" Rober always appreciated good spell work. It wouldn't save the man, but it was nicely done. Rober charged through the open door, Cyryc darting along the deck beside him. "But not well enough."
As the pair dashes through the door, Cyryc jumps on the wizard, trying to distract him. Right behind him, Rober moves in far enough give Hector room to attack, swings his great axe in huge sweeping strike at the man's middle.
Cyryc: engaging the wizard to give the Help action. If needed Acrobatics 8
This post has potentially manipulated dice roll results.
Not sure how the wizard got to the upper deck, Hector decides -- if deciding is really applicable in his current state -- to turn his attention to the Captain. He moves to J44 and takes advantage of the reach of his weapon to attack the captain first with the blade of his weapon, then with the butt of the shaft.
Attack 1: Attack: 17 Damage: Unable to parse dice roll.
Damage Unable to parse dice roll.
Attack 2: Attack: 17 Damage: Unable to parse dice roll.
Damage Unable to parse dice roll.
If either attack hits, captain has disadvantage on attacks on anyone other than Hector
OOC — I have tried automatically and manually to do damage rolls and nothing seems to work And every time I re-save the results change
Rober, yes the lightning globe hits during the first round. I will mark down the damage. Secondly, the wizard is on the upper deck, not inside the room behind the door. To get to him you need to climb a ladder, which is marked on the map, or you need to have magic to teleport. Please redo your action.
I believe we are waiting on other actions, so will hold off on posting this round until tomorrow.
Rober nods his head as the wizard casts his spell. "Well played, Wizard!" Rober always appreciated good spell work. It wouldn't save the man in the end, but it was nicely done. Turning back to his left, Rober decides to deal with pirates behind him. Brandishing his huge great axe above him in a complicated twirl, Rober yells in a gleeful voice, "Well, I guess it's your turn to taste Justice...or you could go for a swim!"
Cyryc will run over to Bandit 1 and give the Help action. Acrobatics to jump on the bandit 15
Rober will try to intimidate the bandits into jumping over the side as he moves to attack,
Hector and Alex both send attacks at the restrained captain, doing damage. Orgen tosses the captain overboard then, sending him into the water near the boat, wounded and bleeding.
This post has potentially manipulated dice roll results.
Rober grimaces with pain as the scimitar slices into his slide, his twisting evasion coming a hair late. Experience told him the wound wasn't bad, though it would sting for a while. "Well struck, Pirate. Now it's your turn for Justice!" Suiting actions to words, the Eldritch Knight swings a mighty blow at the scimitar wielding pirate. Even as he does so, Cyryc dashes from the downed pirate to the fighting one.
Orgen felt the pain of the arrow hitting his skin on his back, leaving chemical burnson his back. Blinded by pain and rage. He turns around and makes a straight line towards the wizard pushing through the rest of the party if he needs to. Raising the greatsword above his head he swings it around so it will hit the wizard at the hip if it connects.
Attack 18
Damage 8
Giant's Might: 5
Rollback Post to RevisionRollBack
Dormark Calling of Strahd (warforged cleric) 4
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the masts creaks, then shatters.
Feanaro moves close to the center of the back upper deck ( I55 ) and throws the Alchemist's Fire at the wheel as per the plan.
Alchemist's Fire Attack: 17 Damage: 1
Hector sees what he assumes to be a wizard and sees red. He enters into a rage and charges at the wizard (H 41). He lashes out with his glaive.
Attack: 6 Damage: Unable to parse dice roll.
If he hits, the wizard has disadvantage on any attack that does not target Hector.
Alex will throw a physic blade at the captain (30ft range) and then run back to be out of the way as much as he can.
Alex also says, “Make sure the fire doesn’t spread past the wheel as we don’t want to also go up in flames.”
Attack 11
Damage 5
the wheel starts on fire.
attack misses.
attack hits, cleaving into the enemy wizard for damage.
The pirate captain attacks orgen, clearly enraged by the broken mast.
Hand Crossbow. Ranged Weapon Attack: 20 to hit, range 30/120 ft., one target. Hit: 3 piercing damage.
Longsword. Melee Weapon Attack: 22 to hit, reach 5 ft., one target. Hit: 9 slashing damage.
Ship Wizard ... cast misty step He appears on the foredeck, above the combat.
Bandits... both attack Orgen again.
Light Crossbow. Ranged Weapon Attack: 22 to hit, range 80 ft./320 ft., one target. Hit: 4 piercing damage.
Light Crossbow. Ranged Weapon Attack: 9 to hit, range 80 ft./320 ft., one target. Hit: 5 piercing damage.
Back to group's turn. Map is updated:
https://www.dropbox.com/s/dw1p0ryj4f45h08/Sea Ghost Enc 1.xlsx?dl=0
OOC: DD I couldn’t find anything about the Chromatic Orb Rober cast in the first round. Did I miss it? Did it miss 🙂
Tandor the White, Human Life Cleric
As the slash of the captain and the arrow find the chinks in his armor Orgen feels the blinding pain of wounds cutting deep into him. Orgen pauses and then if a roar finds renewed strength he turns in front of the captain and drops the now broken mast toward him.
Bonus action: Second wind: 12
Orgen now released from his burden pulls out the greatsword he acquired a fiery red rune being drawn on the blade. He lets out a bellowing war cry attempting to scare all the crew on the ship.
( I would like to do a strength intimidate check, but if that is a no go I'll just roll the charisma and if you okay with strength just add 2 to the roll since I get advantage either way.)
intimidate: 9
if that takes my action I will use action surge and attempt to grapple the captain with one hand and chuck him overboard. if that is a two-turn action I'm okay with it.
Athletics 13
Dormark Calling of Strahd (warforged cleric) 4
Rober nods his head as the wizard casts his spell. "Well played, Wizard!" Rober always appreciated good spell work. It wouldn't save the man, but it was nicely done. Rober charged through the open door, Cyryc darting along the deck beside him. "But not well enough."
As the pair dashes through the door, Cyryc jumps on the wizard, trying to distract him. Right behind him, Rober moves in far enough give Hector room to attack, swings his great axe in huge sweeping strike at the man's middle.
Cyryc: engaging the wizard to give the Help action. If needed Acrobatics 8
Rober: Attack with Great Axe, 20, damage 12
Tandor the White, Human Life Cleric
Not sure how the wizard got to the upper deck, Hector decides -- if deciding is really applicable in his current state -- to turn his attention to the Captain. He moves to J44 and takes advantage of the reach of his weapon to attack the captain first with the blade of his weapon, then with the butt of the shaft.Attack 1: Attack: 17 Damage: Unable to parse dice roll.
Damage Unable to parse dice roll.
Attack 2: Attack: 17 Damage: Unable to parse dice roll.
Damage Unable to parse dice roll.
If either attack hits, captain has disadvantage on attacks on anyone other than Hector
OOC — I have tried automatically and manually to do damage rolls and nothing seems to work And every time I re-save the results change
Rober, yes the lightning globe hits during the first round. I will mark down the damage. Secondly, the wizard is on the upper deck, not inside the room behind the door. To get to him you need to climb a ladder, which is marked on the map, or you need to have magic to teleport. Please redo your action.
I believe we are waiting on other actions, so will hold off on posting this round until tomorrow.
Alex will attack the nearest bandit
Attack: 18
Damage: 6
Damage if enemy is within 5ft of ally: 9
Rober nods his head as the wizard casts his spell. "Well played, Wizard!" Rober always appreciated good spell work. It wouldn't save the man in the end, but it was nicely done. Turning back to his left, Rober decides to deal with pirates behind him. Brandishing his huge great axe above him in a complicated twirl, Rober yells in a gleeful voice, "Well, I guess it's your turn to taste Justice...or you could go for a swim!"
Cyryc will run over to Bandit 1 and give the Help action. Acrobatics to jump on the bandit 15
Rober will try to intimidate the bandits into jumping over the side as he moves to attack,
Intimidate 11, Attack 16, Damage 4
Tandor the White, Human Life Cleric
Rober ... send his familiar to aid him on his attack against a bandit. He hits, taking the bandit down.
Orgen, tries to grapple the captain.
Captain athletics ... 12
Hector and Alex both send attacks at the restrained captain, doing damage. Orgen tosses the captain overboard then, sending him into the water near the boat, wounded and bleeding.
There are more shouts and calls from below decks, and the sound of others coming towards the upper section of the boat now.
The wizard casts a spell, sending a greenish arrow at Orgen...
To hit: 22
Damage: 9 acid. (Half on miss.)
The remaining bandit drops his crossbow and pulls out his scimitar then attacks Rober...
Scimitar. Melee Weapon Attack: 18 to hit, reach 5 ft., one target. Hit: 5 slashing damag
Top of initiative again. More enemies will be arriving at the end of this next round though.
Rober grimaces with pain as the scimitar slices into his slide, his twisting evasion coming a hair late. Experience told him the wound wasn't bad, though it would sting for a while. "Well struck, Pirate. Now it's your turn for Justice!" Suiting actions to words, the Eldritch Knight swings a mighty blow at the scimitar wielding pirate. Even as he does so, Cyryc dashes from the downed pirate to the fighting one.
Cyryc: Help action
Rober: Attack: 8 Damage: 14
Tandor the White, Human Life Cleric
Orgen felt the pain of the arrow hitting his skin on his back, leaving chemical burnson his back. Blinded by pain and rage. He turns around and makes a straight line towards the wizard pushing through the rest of the party if he needs to. Raising the greatsword above his head he swings it around so it will hit the wizard at the hip if it connects.
Attack 18
Damage 8
Giant's Might: 5
Dormark Calling of Strahd (warforged cleric) 4