Kei pulls himself back and stands up in the hot filthy water. He takes 1 fire damage and is poisoned again until the start of his next turn. Tendrils of dark energy erupt from him, lashing out at the three skum. He is careful not to injure Gerrard (Boko is a little too far away to be in danger.)
(Does Kei want to risk an opportunity attack on that third skum, or stay within melee range behind it?)
From the bilge, Kei can see under the bulkhead to the west – there are openings to the cabin beyond from below. The bilge extends the whole length of the ship, and evidently allows access into the cabins above.
The skum ignore Kei and continue to assault both Gerrard and now Boko.
The badly wounded skum goes after Boko (who is still concentrating on the water flow): Skum #3 Trident Attack #1 vs. Boko: 22. 10 piercing damage. Skum #3 Trident Attack #2 vs. Boko: 9. 10 piercing damage. Skum #3 Mind-Breaking Touch vs. Boko: 19. Hit:24 psychic damage, and Boko has disadvantage on Wisdom saving throws until the end of the skum’s next turn.
The other two confront Gerrard: Skum #1 Trident Attack #1 vs. Gerrard: 25. 10 piercing damage. Skum #1 Trident Attack #2 vs. Gerrard: 19. 8 piercing damage. Skum #1 Mind-Breaking Touch vs. Gerrrd: 14. Hit:11 psychic damage, and Gerrard has disadvantage on Wisdom saving throws until the end of the skum’s next turn.
Skum #2 Trident Attack #1 vs. Gerrard: 21. 5 piercing damage. Skum #2 Trident Attack #2 vs. Gerrard: 17. 9 piercing damage. Skum #2 Mind-Breaking Touch vs. Gerrrd: 24. Hit:23 psychic damage, and Gerrard has disadvantage on Wisdom saving throws until the end of the skum’s next turn.
Fearing being attacked again but seeing that the skum are more interested in the active combatants, Kei does what he is best at. Disappearing. He braves casting another spell and hopes his actions aren't seen as hostile. In the blink of an eye he vanishes from sight. He now moves, hopefully safely, away from the centre of the trio of skum. He heads to the SW corner of the room.
This post has potentially manipulated dice roll results.
It takes everything he has, but Gerrard barely manages to slay the first skum with a flash of flaming blades. It flops into jelly-like pieces in the foul water at the bottom of the boat.
Kei vanishes, trudging carefully through the shallow, foul bilgewater, edging under the deck, underneath the western hatchway in the bulkhead. With his darkvision, he can see the entire amidships area – both the bilge and the cabin above. There, two more skum stand ready, confused by the dramatic shift in the water, watching their comrades warily, and also looking for their vanished prey. (Perception to detect Kei:7) Kei also sees a third figure – similar in some ways to the tentacled skum horrors, but yet still very much human, albeit with slimy, transparent skin. He gives an anxious, nervous look, and then disappears into the fat layer of foul water sticking impossibly to the sides of the ship. Stealth check to Hide: 16
The nasty water continues to burn Kei's feet. Kei takes 1 fire damage and is poisoned again until the start of his next turn.
Unless I'm missing something, control water falls (failed the first by 2!), and the water that was parted slowly refills the area where it was over the course of the next round.
Boko, hurting badly from the skum's attack, growls and tears back into it, her spear flashing and then her feet and elbow flying, seeking vulnerable spots on the baddie.
The water recedes from the vessel's edges, refilling the bilge with hot, foul water – although a foot or two lower than when you entered.
Invisible Kei is up to his neck in the nasty stew. He has lost sight of the transparent-skinned man in the slurry of cloudy filth. The two skum in the next cabin, however, continue to search for Kei.
Boko tears into the skum nearest her, hitting it with a trio of well-aimed spear thrusts. It is seriously injured, bleeding a yellowish goo. But it fights back just as hard: Trident Attack #1 vs. Boko: 20. Hit: 10 piercing damage. Trident Attack #2 vs. Boko: 25. Hit: 7 piercing damage. Mind-Breaking Touch vs. Boko: 24. Hit: 19 psychic damage, and Boko has disadvantage on Wisdom saves until the end of the skum’s next turn.
The other continues its assault on Gerrard: Trident Attack #1 vs. Gerrard: 27. Hit: 9 piercing damage. Trident Attack #2 vs. Gerrard: 23. Hit: 5 piercing damage. Mind-Breaking Touch vs. Gerrard: 11. Hit: 18 psychic damage, and Gerrard has disadvantage on Wisdom saves...
The other two skum in the next cabin are aware of the fighting nearby. They prepare for their turn to assault the intruders, even as they continue to search and probe the room for the now-invisible foe they spotted a moment ago. (Kei: Make a contesting DC10 Stealth check) (Straight roll - any advantage due to your invisible state is canceled by your poisoned condition.)
"Protect the counselor..." you hear in your heads. "Kill the trespassers!"
Every fibre of his being wanted to take the fight to these slimy creatures, he even had a plan for the uglier looking one, but both Boko's and Gerrard's words hit home. They needed to get out. Well, he did anyways. The steaming, putrid water was slowly taking its toll. He could feel it infecting his open wounds. He turns and bobs his way towards the exit.
Stealth (natural) Unable to parse dice roll.
@DM
Don't know how Tentacle of the Deep works as far as maintaining Invisibility. It is a summon, not a spell and IT is the thing that attacks. I'll roll here and feel free to include/exclude as you see fit.
As a parting gift, Kei bring the shadows to bear and summons another tentacle. This one lashes out at the skum engaged with Gerrard.
Attack: 10 Damage: 12
Targets speed is reduced by 10ft on a hit.
(Rolled in log as the famous dice roller failed once again)
Kei takes another point of fire damage and continues to be poisoned. Still invisible, he turns and begins to retreat through the bow pool, avoiding the two battling skum. But before he does, he catches a glimpse of something else – something horrible in the stern of the ship, past the two searching skum. It is not the semi-translucent human he saw earlier. But it is a humanoid of sorts – or rather, a horrid concatenation of fish, monstrous lobsters, sharks, and octopi stitched together in the shape of a humanoid, with the head of a humanoid female. But it is just a glimpse, and then it is gone. (Kei chooses not to use his Tentacles, as they might give away his location...) He clambers up onto the slimy deck beside Gerrard.
Meanwhile, Gerrard slashes away at the more wounded skum attacking Boko. It is badly injured but not yet down.
This post has potentially manipulated dice roll results.
Boko swings at the badly injured skum. She misses with her initial attack, but not with the next two. It takes everything she has, but Boko just manages to take it down. It falls back into the steamy broth, dead. She retreats through the hatch (just far enough away from the other skum to avoid an opportunity attack. How far do you want to get, outside?)
One skum remains, plus a variety of others nearby that only Kei has seen.
The last immediate skum, suffering from only minor injuries, continues to lay into Gerrard: Trident Attack #1 vs. Gerrard: 27. Hit: 10 piercing damage. Trident Attack #2 vs. Gerrard: 12. Hit: 8 piercing damage. Mind-Breaking Touch vs. Gerrard: 21. Hit: 17 psychic damage, and Gerrard has disadvantage on Wisdom saves...
Kei remains invisible, and finally out of the foul water, is no longer poisoned.
Everyone may act!
(Map below does not show two other figures that Kei had only caught a glance of.)
Gerrard takes another barrage of hard hits from the one remaining trident-wielding skum in the bow pool.
Boko has safely retreated outside onto the deck of the suspended ship, where the air is cooler and (relatively) easier to breathe. The massive, rusty chains holding the ship creak and groan from the activity on board.
Kei, still invisible, is feeling a little bit better since getting out of the hot filthy water. (I realize you should have been rolling Concentration checks each round as the hot water slowly ate at you. How about one last DC10 CON check now to make up for it?) Kei knows there are more foes amidships, on the other side of the bulkhead, who may be preparing to fight any moment.
Following his own advice, Gerrard exits the ship and heads out carefully onto the gangplank--but first he leaves a few parting shots with the skum who, while very accurate with its trident, has claws that match the clues seen at the lantern murder scenes...
Fiery Dagger: Attack: 15 Damage: 16
Fiery Dagger: Attack: 14 Damage: 9
Fiery Dagger: Attack: 16 Damage: 15
Glowing Rapier: Attack: 21 Damage: 11
Acrobatics if needed to traverse the gangway back to the crane: 15
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Stuck between certain death and a chance at escape, Kei strengthens his resolve and heads to the hatch. Trying to summon all his previous experience in sneaking he holds his breath and creeps past the skum.
Stealth 8
(If he is hit with an OA he may use his reaction, pending the outcome)
This post has potentially manipulated dice roll results.
Gerrard slashes the remaining skum repeatedly, wounding the translucent horror with every swing. But still it advances on Gerrard, albeit seriously wounded. Throwing caution to the wind, Gerrard retreats at full speed out through the hatch.
Kei pulls himself back and stands up in the hot filthy water. He takes 1 fire damage and is poisoned again until the start of his next turn. Tendrils of dark energy erupt from him, lashing out at the three skum. He is careful not to injure Gerrard (Boko is a little too far away to be in danger.)
DC17 STR Saves: 5, 15, 18
(Does Kei want to risk an opportunity attack on that third skum, or stay within melee range behind it?)
From the bilge, Kei can see under the bulkhead to the west – there are openings to the cabin beyond from below. The bilge extends the whole length of the ship, and evidently allows access into the cabins above.
The skum ignore Kei and continue to assault both Gerrard and now Boko.
The badly wounded skum goes after Boko (who is still concentrating on the water flow):
Skum #3 Trident Attack #1 vs. Boko: 22. 10 piercing damage.
Skum #3 Trident Attack #2 vs. Boko: 9. 10 piercing damage.
Skum #3 Mind-Breaking Touch vs. Boko: 19. Hit:24 psychic damage, and Boko has disadvantage on Wisdom saving throws until the end of the skum’s next turn.
The other two confront Gerrard:
Skum #1 Trident Attack #1 vs. Gerrard: 25. 10 piercing damage.
Skum #1 Trident Attack #2 vs. Gerrard: 19. 8 piercing damage.
Skum #1 Mind-Breaking Touch vs. Gerrrd: 14. Hit:11 psychic damage, and Gerrard has disadvantage on Wisdom saving throws until the end of the skum’s next turn.
Skum #2 Trident Attack #1 vs. Gerrard: 21. 5 piercing damage.
Skum #2 Trident Attack #2 vs. Gerrard: 17. 9 piercing damage.
Skum #2 Mind-Breaking Touch vs. Gerrrd: 24. Hit:23 psychic damage, and Gerrard has disadvantage on Wisdom saving throws until the end of the skum’s next turn.
Everyone may act!
Gerrard:
The young noble is beset by many attacks, and he attempts to parry the first one that hits!
Parry: 14
Buffeted by many hits, Gerrard takes a deep breath and steadies himself before renewing his attack!
Second Wind: 16
He then stabs with the flaming dagger--starting with the most injured one, then pivoting to the next closest one!
Flaming Dagger: Attack: 11 Damage: 20
Flaming Dagger: Attack: 19 Damage: 16
Flaming Dagger: Attack: 20 Damage: 14
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
Fearing being attacked again but seeing that the skum are more interested in the active combatants, Kei does what he is best at. Disappearing. He braves casting another spell and hopes his actions aren't seen as hostile. In the blink of an eye he vanishes from sight. He now moves, hopefully safely, away from the centre of the trio of skum. He heads to the SW corner of the room.
It takes everything he has, but Gerrard barely manages to slay the first skum with a flash of flaming blades. It flops into jelly-like pieces in the foul water at the bottom of the boat.
Kei vanishes, trudging carefully through the shallow, foul bilgewater, edging under the deck, underneath the western hatchway in the bulkhead. With his darkvision, he can see the entire amidships area – both the bilge and the cabin above. There, two more skum stand ready, confused by the dramatic shift in the water, watching their comrades warily, and also looking for their vanished prey. (Perception to detect Kei: 7) Kei also sees a third figure – similar in some ways to the tentacled skum horrors, but yet still very much human, albeit with slimy, transparent skin. He gives an anxious, nervous look, and then disappears into the fat layer of foul water sticking impossibly to the sides of the ship. Stealth check to Hide: 16
The nasty water continues to burn Kei's feet. Kei takes 1 fire damage and is poisoned again until the start of his next turn.
Boko is up next!
Boko CON saves: 8, 16
Unless I'm missing something, control water falls (failed the first by 2!), and the water that was parted slowly refills the area where it was over the course of the next round.
Boko, hurting badly from the skum's attack, growls and tears back into it, her spear flashing and then her feet and elbow flying, seeking vulnerable spots on the baddie.
Spear Attack: 18 Damage: 8
Flurry of blows BA
Unarmed Attack: 29 (nat 20) Damage: 10
Unarmed Attack: 21 Damage: 9
"If we must depart as Kei did, stay close and I can offer us passage, or I can provide healing to all, whether I can see them or not."
The water recedes from the vessel's edges, refilling the bilge with hot, foul water – although a foot or two lower than when you entered.
Invisible Kei is up to his neck in the nasty stew. He has lost sight of the transparent-skinned man in the slurry of cloudy filth. The two skum in the next cabin, however, continue to search for Kei.
Boko tears into the skum nearest her, hitting it with a trio of well-aimed spear thrusts. It is seriously injured, bleeding a yellowish goo. But it fights back just as hard:
Trident Attack #1 vs. Boko: 20. Hit: 10 piercing damage.
Trident Attack #2 vs. Boko: 25. Hit: 7 piercing damage.
Mind-Breaking Touch vs. Boko: 24. Hit: 19 psychic damage, and Boko has disadvantage on Wisdom saves until the end of the skum’s next turn.
The other continues its assault on Gerrard:
Trident Attack #1 vs. Gerrard: 27. Hit: 9 piercing damage.
Trident Attack #2 vs. Gerrard: 23. Hit: 5 piercing damage.
Mind-Breaking Touch vs. Gerrard: 11. Hit: 18 psychic damage, and Gerrard has disadvantage on Wisdom saves...
The other two skum in the next cabin are aware of the fighting nearby. They prepare for their turn to assault the intruders, even as they continue to search and probe the room for the now-invisible foe they spotted a moment ago. (Kei: Make a contesting DC10 Stealth check) (Straight roll - any advantage due to your invisible state is canceled by your poisoned condition.)
"Protect the counselor..." you hear in your heads. "Kill the trespassers!"
Everyone may act.
(Critical hit damage on Gerrard as it pierces his neck with its trident: +4 piercing damage.)
Gerrard:
"We need to get out of here," says Gerrard as the other skum approach, "Hopefully Master Kei can escape as well."
He slashes the injured skum to try and make some room for whatever Boko has planned.
Flaming Dagger: Attack: 28 Damage: 14
Flaming Dagger: Attack: 28 Damage: 18
Flaming Dagger: Attack: 20 Damage: 14
Glowing Rapier: Attack: 14 Damage: 13
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
Every fibre of his being wanted to take the fight to these slimy creatures, he even had a plan for the uglier looking one, but both Boko's and Gerrard's words hit home. They needed to get out. Well, he did anyways. The steaming, putrid water was slowly taking its toll. He could feel it infecting his open wounds. He turns and bobs his way towards the exit.
Stealth (natural) Unable to parse dice roll.
@DM
Don't know how Tentacle of the Deep works as far as maintaining Invisibility. It is a summon, not a spell and IT is the thing that attacks. I'll roll here and feel free to include/exclude as you see fit.
As a parting gift, Kei bring the shadows to bear and summons another tentacle. This one lashes out at the skum engaged with Gerrard.
Attack: 10 Damage: 12
Targets speed is reduced by 10ft on a hit.
(Rolled in log as the famous dice roller failed once again)
Kei takes another point of fire damage and continues to be poisoned. Still invisible, he turns and begins to retreat through the bow pool, avoiding the two battling skum. But before he does, he catches a glimpse of something else – something horrible in the stern of the ship, past the two searching skum. It is not the semi-translucent human he saw earlier. But it is a humanoid of sorts – or rather, a horrid concatenation of fish, monstrous lobsters, sharks, and octopi stitched together in the shape of a humanoid, with the head of a humanoid female. But it is just a glimpse, and then it is gone. (Kei chooses not to use his Tentacles, as they might give away his location...) He clambers up onto the slimy deck beside Gerrard.
Meanwhile, Gerrard slashes away at the more wounded skum attacking Boko. It is badly injured but not yet down.
Boko is up next!
Gritting her teeth against the pain, Boko says"Yes, we should relocate."
She does make a parting flurry of attacks on the skum that Gerrard has injured. (Action and Bonus Action)
Attack: 13 Damage: 6
Flurry of blows unarmed attack: 14 Damage: 8
Flurry of blows unarmed attack: 20 Damage: 8
If she can take one down, she will move toward the hatch, drawing hopefully just one attack of opportunity.
Boko swings at the badly injured skum. She misses with her initial attack, but not with the next two. It takes everything she has, but Boko just manages to take it down. It falls back into the steamy broth, dead. She retreats through the hatch (just far enough away from the other skum to avoid an opportunity attack. How far do you want to get, outside?)
One skum remains, plus a variety of others nearby that only Kei has seen.
The last immediate skum, suffering from only minor injuries, continues to lay into Gerrard:
Trident Attack #1 vs. Gerrard: 27. Hit: 10 piercing damage.
Trident Attack #2 vs. Gerrard: 12. Hit: 8 piercing damage.
Mind-Breaking Touch vs. Gerrard: 21. Hit: 17 psychic damage, and Gerrard has disadvantage on Wisdom saves...
Kei remains invisible, and finally out of the foul water, is no longer poisoned.

Everyone may act!
(Map below does not show two other figures that Kei had only caught a glance of.)
(Another crit! Gerrard takes an additional 5 piercing damage from the creature's particularly sharp trident.)
Gerrard takes another barrage of hard hits from the one remaining trident-wielding skum in the bow pool.
Boko has safely retreated outside onto the deck of the suspended ship, where the air is cooler and (relatively) easier to breathe. The massive, rusty chains holding the ship creak and groan from the activity on board.
Kei, still invisible, is feeling a little bit better since getting out of the hot filthy water. (I realize you should have been rolling Concentration checks each round as the hot water slowly ate at you. How about one last DC10 CON check now to make up for it?) Kei knows there are more foes amidships, on the other side of the bulkhead, who may be preparing to fight any moment.
Everyone may act!
Gerrard:
Following his own advice, Gerrard exits the ship and heads out carefully onto the gangplank--but first he leaves a few parting shots with the skum who, while very accurate with its trident, has claws that match the clues seen at the lantern murder scenes...
Fiery Dagger: Attack: 15 Damage: 16
Fiery Dagger: Attack: 14 Damage: 9
Fiery Dagger: Attack: 16 Damage: 15
Glowing Rapier: Attack: 21 Damage: 11
Acrobatics if needed to traverse the gangway back to the crane: 15
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
If Boko can cast mass cure wounds in a spot to get everyone in the party, she will.
Kei
Concentration Check 16
Kei
Stuck between certain death and a chance at escape, Kei strengthens his resolve and heads to the hatch. Trying to summon all his previous experience in sneaking he holds his breath and creeps past the skum.
Stealth 8
(If he is hit with an OA he may use his reaction, pending the outcome)
Gerrard slashes the remaining skum repeatedly, wounding the translucent horror with every swing. But still it advances on Gerrard, albeit seriously wounded. Throwing caution to the wind, Gerrard retreats at full speed out through the hatch.
Opportunity attack vs. Gerrard: Trident Attack: 26. Hit: 10 piercing damage.
Gerrard manages to keep on his feet on the slippery, uneven, railingless bridge. (He's about halfway across the bridge now.)
Kei, managing to maintain his invisibility, makes it through the hatch, past the occupied skum. (He is now out on the deck, approaching the bridge.)
Boko (just outside the hatch) may cast her healing spell and/or move.