"There's thr.....argh!" His words of warning cut short, Kei is lassoed around the ankles by the tentacles and pulled feet first into the steaming pool. His mind blazes with pain at the mere touch of the first tentacle. As he slips unceremoniously into the water he is assaulted with tiny barbs, stinging his exposed skin. Not again is the last thought to flit through his mind as he falls into unconsciousness.
Strength of the Grave (Cha Save DC5+6 to drop to 1hp) 28
As the tentacles slither out of the pool and wrap around Kei’s ankles, Gerrard berates himself for letting his recently rescued friend get too close to the pool. Lunging forward, he stabs at the writhing appendages, hoping to wrest Kei from their deadly grip!
Readied action attack with flaming dagger, trying to “disarm” the tentacles of the ally within their grasp if possible.
Flaming Dagger attack: Attack: 12 Damage: 10
On a hit, added damage ( 8 )plus a DC 17 Strength check or be disarmed.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei is pulled into the steaming pool, and then under its scummy surface. The water is uncomfortably hot and exceedingly foul. The last thing he feels before he loses consciousness are trident prongs puncturing him over and over. While his sorcerous familiarity with death keeps him awake a moment longer (Strength of the Grave), the next trident soon ends that state. Only his arcane periapt keeps him alive, however tenuously, and the fact that these creatures are not interested in taking the time to assure his death when other threats are close by.
Nevertheless, Kei is unconscious, at 0 hp, stable (but only for the rest of this initial round), but now drowning. He can last for three rounds before he suffocates. And at the start of his next turn, he will lose his stabilized condition and will begin making death saves until he can breathe again. The nasty hot water, too, will soon complicate things further. He has also been pulled down a few feet below the surface. Anyone wishing to rescue him will need to jump into the pool.
Gerrard attempts to slash one of the retreating tentacles with his flaming dagger, but can't quite reach it.
Outside, BokoEagle manages to wrench the entire damaged trough off its supporting scaffold, disrupting the water flow entirely. It goes quiet, inside and out – quiet enough that Boko's sharp ears can now hear the sounds of distress within (but will have disadvantage on initiative). Gerrard can see that there is an enormous amount of water in this ship, and it will take many minutes if not hours for the hull to empty out.
Let's roll initiative to see the order of the next events... (at disadvantage for Boko.) Attackers: 2
The water flowing into the pool now, Boko's eagle head cocks at Gerrard's call, and then the eagle zooms to the hatch. She reverts form (BA), appearing as herself, and she looks in. She sees the pool, and no Kei, but obvious chaos.
"This will not do,"she says, and casts control water on the 100 ft cube beginning at the ship and extending, hopefully, down to the pool below.
As she casts it, she parts the freestanding water in ship, sending it to the outer bounds of the cube (or at least to the sides of the ship, and hopefully, out the windows to the pool below). She doesn't know what's in the gross water in the ship, but she doesn't like it, and she doesn't see Kei, so she fears the worst.
The foul, steaming water parts. There is a lot of it. The scummy water rides high along the edges of the ship, as whatever other portholes or hatches this vessel once had have been long sealed over. Instead, water shoots like geysers out of the two hatches you've examined. (Is Boko inside or outside the ship at this point?) Even at this rate, it will take some time to empty the ship.
The bottom of the pool is open to the ship’s flooded bilge. Kei's limp body soon surfaces at the bottom of the bilge, surrounded by three more trident-wielding skum.
The cabin is full of choking steam and smoke as the boilers are simultaneously snuffed out. You are left in the dark. As the hatches are both blocked with erupting water, you feel as though you are trapped in a suffocating bubble of poisonous steam.
Anyone without darkvision is blinded. Anyone trying to get to Kei will have to get past the skum.
His glowing rapier and flaming dagger bared before him, Gerrard blinks in the suddenly dim light, trying to figure his next best move.
Coming to a decision, he backs away as close as he can get to the rushing water exiting the ship at the hatch he came in from, trying to draw the skum away from his gravely injured friend.
Taking a defensive posture (Dodge), he prepares to face the oncoming attacks alone, blades ready to parry!
This post has potentially manipulated dice roll results.
And the attacks indeed come. The skum scramble out of the partially-emptied bilge, surrounding Gerrard with their tentacle-borne tridents.
Skum #1 Trident Attack #1: 9. Hit: 8 piercing damage. Skum #1 Trident Attack #2: 10. Hit: 10 piercing damage. Skum #1 Mind-Breaking Touch:8. Hit: 19 psychic damage, and the Gerrard has disadvantage on Wisdom saving throws until the end of the skum’s next turn.
Skum #2 Trident Attack #1: 16. Hit: 7 piercing damage. Skum #2 Trident Attack #2: 11. Hit: 5 piercing damage. Skum #2 Mind-Breaking Touch:12. Hit: 18 psychic damage, and the Gerrard has disadvantage on Wisdom saving throws...
Skum #3 Trident Attack #1: 14. Hit: 7 piercing damage. Skum #3 Trident Attack #2: 10. Hit: 7 piercing damage. Skum #3 Mind-Breaking Touch:20. Hit: 5 psychic damage, and the Gerrard has disadvantage on Wisdom saving throws...
"Intruders!"they shout, telepathically.
Laying in shallow, foul water at the bottom of the bilge, Kei gasps, his periapt once again stabilizing him. He remains unconscious.
Still concentrating, Boko maintains a gap in the torrent of water spewing out of the hatch, to keep an eye on Gerrard, and to give him a route of escape should he choose it. In any event, it will take a full minute or two to clear the entire ship of water.
Shadows flit to and fro in front of him as time seems to stop. Inky blackness creeps from all sides. A familiar place, not a pleasant memory but one of terror looms on the horizon. He wills his feet to carry him away from the image but they seem stuck in place.
Sinking to the bottom of the bilge, Kei groans as the water parts.
Boko moves into the ship through the hatch, focusing with all her might to keep the water parting. If she can use another action to redirect the flow without un-parting the water, she will do so, but not if this means losing the parting of the water. Keeping her friends safe is most important.
She sees Kei and closes her eyes, focusing, then opening them with clarity and casts healing word at fourth level. (Kei heals for 14 hp, rolled on the sheet)
"Wake up, Kei! Get yourself out of there,"she says, and (assuming she hasn't used her action to try to change the control water status) then moves to the nearest skum and thrusts her spear at it.
This post has potentially manipulated dice roll results.
Gerrard:
Gerrard had been wavering between attacking and escaping given Kei’s situation. Now, with Boko joining him in the Skum scrum, he realizes he must go on the attack!
Slashing with his flaming dagger and stabbing with his rapier, Gerrard attacks the same Skum Boko just attacked, pivoting to another if the first one falls!
Flaming Dagger: Attack: 17 Damage: 15
Flaming Dagger: Attack: 17 Damage: 19
Flaming Dagger: Attack: 21 Damage: 21
Rapier: Attack: 23 Damage: 6
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei awakens, finding himself floating in uncomfortably hot, filthy water. He is poisoned (at least until the start of his next turn.)
Entering through the gap in the water torrent, and arcanely rousing Kei from afar, Boko manages to stick one of the gelatinous horrors with her spear, injuring it mildly.
Gerrard tears into the one in front of him with a flurry of flaming and flashing blades, striking it repeatedly. It oozes clear, yellowish gel.
Kei may act.
The light is dim, the steam and fog thick and extremely foul-smelling. Water continues to cling to the edges of the suspended, creaking ship, and pouring in torrents at impossible angles out of both hatches.
This post has potentially manipulated dice roll results.
Kei
As Kei regains conciousness his limbs twitch and shake. Opening his eyes he finds he's not underwater but instead lying in the midst of three skum with raging water on all sides. Must be Boko he thinks briefly to himself. A rage builds inside as he remembers why he's in the position he is. Black tendrils erupt from his body and lash out at all those around him although they seem more intent on attacking the skum than his friends. He watches for the perfect moment and drags himself away from the middle of the trio of skum.
A - cast Arms of Hadar with DC17 STR save. (7 Damage and no reactions til their next turn or only ½ on save. Careful metamagic to ensure Gerrard and Boko succeed)
M - crawl to the nearest corner of the room past whichever skum fails its save, and stands (if enough movement available)
Rollback Post to RevisionRollBack
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Kei
Acrobatics 7
Kei
"There's thr.....argh!" His words of warning cut short, Kei is lassoed around the ankles by the tentacles and pulled feet first into the steaming pool. His mind blazes with pain at the mere touch of the first tentacle. As he slips unceremoniously into the water he is assaulted with tiny barbs, stinging his exposed skin. Not again is the last thought to flit through his mind as he falls into unconsciousness.
Strength of the Grave (Cha Save DC5+6 to drop to 1hp) 28
(Three more attacks hit though)
Gerrard:
As the tentacles slither out of the pool and wrap around Kei’s ankles, Gerrard berates himself for letting his recently rescued friend get too close to the pool. Lunging forward, he stabs at the writhing appendages, hoping to wrest Kei from their deadly grip!
Readied action attack with flaming dagger, trying to “disarm” the tentacles of the ally within their grasp if possible.
Flaming Dagger attack: Attack: 12 Damage: 10
On a hit, added damage ( 8 )plus a DC 17 Strength check or be disarmed.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Boko the eagle strength check: 19 plus another four if this is athletics…
Seems a success regardless - does Boko hear anything of what’s going on in the boat? She was preparing for saving people from falling, not drowning.
Kei is pulled into the steaming pool, and then under its scummy surface. The water is uncomfortably hot and exceedingly foul. The last thing he feels before he loses consciousness are trident prongs puncturing him over and over. While his sorcerous familiarity with death keeps him awake a moment longer (Strength of the Grave), the next trident soon ends that state. Only his arcane periapt keeps him alive, however tenuously, and the fact that these creatures are not interested in taking the time to assure his death when other threats are close by.
Nevertheless, Kei is unconscious, at 0 hp, stable (but only for the rest of this initial round), but now drowning. He can last for three rounds before he suffocates. And at the start of his next turn, he will lose his stabilized condition and will begin making death saves until he can breathe again. The nasty hot water, too, will soon complicate things further. He has also been pulled down a few feet below the surface. Anyone wishing to rescue him will need to jump into the pool.
Gerrard attempts to slash one of the retreating tentacles with his flaming dagger, but can't quite reach it.
Outside, BokoEagle manages to wrench the entire damaged trough off its supporting scaffold, disrupting the water flow entirely. It goes quiet, inside and out – quiet enough that Boko's sharp ears can now hear the sounds of distress within (but will have disadvantage on initiative). Gerrard can see that there is an enormous amount of water in this ship, and it will take many minutes if not hours for the hull to empty out.
Let's roll initiative to see the order of the next events... (at disadvantage for Boko.)
Attackers: 2
Gerrard:
“Mistress Alcor! Kei needs healing!” exclaims Gerrard as he prepares to rescue his companion.
Initiative: 10
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Bokonitiative: 18 (at disadvantage other roll 24)
Gerrard and Boko may act next.
The water flowing into the pool now, Boko's eagle head cocks at Gerrard's call, and then the eagle zooms to the hatch. She reverts form (BA), appearing as herself, and she looks in. She sees the pool, and no Kei, but obvious chaos.
"This will not do," she says, and casts control water on the 100 ft cube beginning at the ship and extending, hopefully, down to the pool below.
As she casts it, she parts the freestanding water in ship, sending it to the outer bounds of the cube (or at least to the sides of the ship, and hopefully, out the windows to the pool below). She doesn't know what's in the gross water in the ship, but she doesn't like it, and she doesn't see Kei, so she fears the worst.
The foul, steaming water parts. There is a lot of it. The scummy water rides high along the edges of the ship, as whatever other portholes or hatches this vessel once had have been long sealed over. Instead, water shoots like geysers out of the two hatches you've examined. (Is Boko inside or outside the ship at this point?) Even at this rate, it will take some time to empty the ship.
The bottom of the pool is open to the ship’s flooded bilge. Kei's limp body soon surfaces at the bottom of the bilge, surrounded by three more trident-wielding skum.
The cabin is full of choking steam and smoke as the boilers are simultaneously snuffed out. You are left in the dark. As the hatches are both blocked with erupting water, you feel as though you are trapped in a suffocating bubble of poisonous steam.
Anyone without darkvision is blinded. Anyone trying to get to Kei will have to get past the skum.
Gerrard is up!
Gerrard:
His glowing rapier and flaming dagger bared before him, Gerrard blinks in the suddenly dim light, trying to figure his next best move.
Coming to a decision, he backs away as close as he can get to the rushing water exiting the ship at the hatch he came in from, trying to draw the skum away from his gravely injured friend.
Taking a defensive posture (Dodge), he prepares to face the oncoming attacks alone, blades ready to parry!
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
And the attacks indeed come. The skum scramble out of the partially-emptied bilge, surrounding Gerrard with their tentacle-borne tridents.
Skum #1 Trident Attack #1: 9. Hit: 8 piercing damage.
Skum #1 Trident Attack #2: 10. Hit: 10 piercing damage.
Skum #1 Mind-Breaking Touch:8. Hit: 19 psychic damage, and the Gerrard has disadvantage on Wisdom saving throws until the end of the skum’s next turn.
Skum #2 Trident Attack #1: 16. Hit: 7 piercing damage.
Skum #2 Trident Attack #2: 11. Hit: 5 piercing damage.
Skum #2 Mind-Breaking Touch:12. Hit: 18 psychic damage, and the Gerrard has disadvantage on Wisdom saving throws...
Skum #3 Trident Attack #1: 14. Hit: 7 piercing damage.
Skum #3 Trident Attack #2: 10. Hit: 7 piercing damage.
Skum #3 Mind-Breaking Touch:20. Hit: 5 psychic damage, and the Gerrard has disadvantage on Wisdom saving throws...
"Intruders!" they shout, telepathically.
Laying in shallow, foul water at the bottom of the bilge, Kei gasps, his periapt once again stabilizing him. He remains unconscious.
Still concentrating, Boko maintains a gap in the torrent of water spewing out of the hatch, to keep an eye on Gerrard, and to give him a route of escape should he choose it. In any event, it will take a full minute or two to clear the entire ship of water.
Gerrard parries the menacing tentacle!
Parry: 13
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
Shadows flit to and fro in front of him as time seems to stop. Inky blackness creeps from all sides. A familiar place, not a pleasant memory but one of terror looms on the horizon. He wills his feet to carry him away from the image but they seem stuck in place.
Sinking to the bottom of the bilge, Kei groans as the water parts.
(Just flavour)
Boko and Gerrard may act next.
Boko moves into the ship through the hatch, focusing with all her might to keep the water parting. If she can use another action to redirect the flow without un-parting the water, she will do so, but not if this means losing the parting of the water. Keeping her friends safe is most important.
She sees Kei and closes her eyes, focusing, then opening them with clarity and casts healing word at fourth level. (Kei heals for 14 hp, rolled on the sheet)
"Wake up, Kei! Get yourself out of there," she says, and (assuming she hasn't used her action to try to change the control water status) then moves to the nearest skum and thrusts her spear at it.
Attack: 17 Damage: 11
Gerrard:
Gerrard had been wavering between attacking and escaping given Kei’s situation. Now, with Boko joining him in the Skum scrum, he realizes he must go on the attack!
Slashing with his flaming dagger and stabbing with his rapier, Gerrard attacks the same Skum Boko just attacked, pivoting to another if the first one falls!
Flaming Dagger: Attack: 17 Damage: 15
Flaming Dagger: Attack: 17 Damage: 19
Flaming Dagger: Attack: 21 Damage: 21
Rapier: Attack: 23 Damage: 6
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei awakens, finding himself floating in uncomfortably hot, filthy water. He is poisoned (at least until the start of his next turn.)
Entering through the gap in the water torrent, and arcanely rousing Kei from afar, Boko manages to stick one of the gelatinous horrors with her spear, injuring it mildly.
Gerrard tears into the one in front of him with a flurry of flaming and flashing blades, striking it repeatedly. It oozes clear, yellowish gel.
Kei may act.
The light is dim, the steam and fog thick and extremely foul-smelling. Water continues to cling to the edges of the suspended, creaking ship, and pouring in torrents at impossible angles out of both hatches.
Kei
As Kei regains conciousness his limbs twitch and shake. Opening his eyes he finds he's not underwater but instead lying in the midst of three skum with raging water on all sides. Must be Boko he thinks briefly to himself. A rage builds inside as he remembers why he's in the position he is. Black tendrils erupt from his body and lash out at all those around him although they seem more intent on attacking the skum than his friends. He watches for the perfect moment and drags himself away from the middle of the trio of skum.
A - cast Arms of Hadar with DC17 STR save. (7 Damage and no reactions til their next turn or only ½ on save. Careful metamagic to ensure Gerrard and Boko succeed)
M - crawl to the nearest corner of the room past whichever skum fails its save, and stands (if enough movement available)