Boko shakes her head, clearing her mind, the wind rushing past her face as she circles the others in the air on eagleback. "Forgive me. My mind has been elsewhere. Bad timing, as I nearly fell into that muck. Yes, if we can try fighting these abominations from a distance, we would be safer. I have some reserves, but not much."She has the second eagle perch above the hatch, out of view, beak ready to attack and claw ready to grab anything that comes out. She flies around 60 feet of the hatch and readies frostbite on anything bad she sees.
Boko can cast control water again, if we don't need the eagles, and we wont' need any high level spells for a while.
Kei dangles his shadowy illusory legs through the hatch. Between the steam still escaping the ship, the darkness, and the choking haze in the air, he can't tell if he sees any movement or not within the vessel.
Boko prepares to freeze anything that may be a threat – but nothing emerges.
You catch your breath. It may be a stinking, polluted breath here high above foul Hemlock Pit in this moonless, starless darkness of mid-evening, but you feel a new strength, a new resolve, to survive this, and to vanquish those who have done such damage in corrupting everything that was once good about this place.
Welcome to Level 12. You may update your sheets accordingly.
A blessing from the gods washes over Gerrard as time passes, renewing his spirit and reviving his flesh. After long minutes of waiting for foes to emerge, he feels strangely rested.
”I think I could go in now and have a decent chance of winning,” whispers Gerrard to his friends. “Shall we give it a try? I am of half a mind to leave them to dry out and rot, but with our luck they would attack our flank just as we encounter the Aboleth.”
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
As the gods smile on Gerrard the shadows seem to flow into Kei, empowering him with their darkness. He accepts them, even welcomes them. They feel somehow both familiar and terrifying. The fear soon fades and is replaced with a greater understanding of the darkness.
"I say let's crush them. The evil within this vessel must be a part of what's polluting the Styes. If there's any place I would call hone, it's here and you've taught me a thing or two My Leige. One is to value your friends and family. I am ready when you are"
Gerrard approaches the hatch, with extreme quiet and care. He sees nothing within, at least initially. (Make a perception or investigation check to peer through the escaping steam.) Nothing seems to be moving.
(Where does everyone want to position themselves?)
With his keen eyes, Gerrard spies at least three skum, very well-hidden (Stealth=20) just inside the hatch, patiently waiting for one of you to try to enter the ship. But Gerrard has out-stealthed them, and they do not appear to see his very careful approach.
With little information gathered after his failed baiting effort, Kei watches as Gerrard heads to the bow. Probably a smart idea he thinks to himself. He slowly makes his way forward. He swispers to Gerrard after watching him stick his head down the hatch. "Anything down there? I've got a way to soften them up if there is so I'd move back a few feet if I were you."
Gerrard silently mouths to Kei, “Three Skum, just inside the hatch.”
He prepares his weapons to hopefully take advantage of whatever Kei has planned for them, planning to stabby-stabby immediately after Kei’s action, retreating a bit to given the man room to work his magic…
This post has potentially manipulated dice roll results.
Kei
Stepping back from the hatch Kei begins his casting. Shadows begin to flood the lower compartment as he weaves his hands in twisting arcane gestures. His dancing hands culminating with an inaudible clap. Below deck a surge of psychic energy bursts outward, centered at the front of the hold where he had almost lost his life.
@DM for your reference
Synaptic Static
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
With the spell cast, Kei gives Gerrard the OK to attack at will. "If the spell effects them they shouldn't be anywhere near as formidable."
Synaptic Static damage 28 on a failed DC17 INT save, or half on success.
((Looking to have the sphere miss both Gerrard and Kei but catch all 3 skum.))
This post has potentially manipulated dice roll results.
(Oh, just some rolls: 11, 14, 3, 21)
Kei sets off a mental bomb somewhere deep in the ship. You cannot hear it, nor is anyone in the party damaged by it, but they are close enough to feel the potent psychic energy emanating from the blast and storming through your minds.
Then, Gerrard jumps through the hatch, blades in hand. Skum initiative: 3
Telepathically and physically screaming in distress, the three skum swarm Gerrard as he reenters the ship. But their flailing attacks are sloppy, panicked, as they still roil in discomfort from Kei's detonation:
Skum #1 vs. Gerrard: Trident Attack #1: 11. Hit: 7 piercing damage. Skum #1 vs. Gerrard: Trident Attack #2: 21. Hit: 10 piercing damage. Skum #1 Mind-Breaking Touch vs. Gerrard: 9. Hit: 19 psychic damage, and Gerrard has disadvantage on Wisdom saves until the end of the skum’s next turn. Skum #1 DC17 INT save to shake off the static:11 Skum #1 then dives deeper into the pool (somewhat lowered since your last visit.) Gerrard may have an opportunity attack if he has a reaction.
Skum #2 vs. Gerrard: Trident Attack #1: 6. Hit: 8 piercing damage. Skum #2 vs. Gerrard: Trident Attack #2: 13. Hit: 9 piercing damage. Skum #2 Mind-Breaking Touch vs. Gerrard: 7. Hit: 12 psychic damage, and Gerrard has disadvantage on Wisdom saves until the end of the skum’s next turn. Skum #2 DC17 INT save to shake off the static:3
Skum #3 vs. Gerrard: Trident Attack #1: 13. Hit: 7 piercing damage. Skum #3 vs. Gerrard: Trident Attack #2: 9. Hit: 5 piercing damage. Skum #3 Mind-Breaking Touch vs. Gerrard: 8. Hit: 28 psychic damage, and Gerrard has disadvantage on Wisdom saves until the end of the skum’s next turn. Skum #3 DC17 INT save to shake off the static:15
Gerrard then lays into the skum in front of him (#2), hitting with every swing. He does massive damage to it; it is still up, but badly wounded.
Kei and Boko: roll initiative! You may act immediately if it is 11 or higher.
Using his new ability, Defensive Duelist, to avoid the one attack that gets close to landing (AC 23 against that one attack), Gerrard does not have a chance to strike at the one that runs away.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei descends into the hold in a more subdued manner compared to Gerrards acrobatic display. He takes in the aftermath of his initial spell. It had worked as planned. He spots the three skum and immediately let's loose 3 blackend arcs of energy at the nearest one. Simultaneously he calls to his aid his faithful tentacle. It lashes out at the most distant skum of the three. He moves to a point as far from the skum and Gerrard as possible, without crossing the path of any enemy.
Unhesitatingly following Gerrard into the ship, Kei squeezes through the hatch immediately afterward and releases a trio of crackling beams at the first skum he sees, while his unearthly tentacle reemerged to lash out at the fleeing, wounded, and now submerged skum. All three beams strike, searing the abomination with serious wounds. The tentacles likewise strike the prey in the filthy steaming water, further injuring it. All three skum are looking badly injured, but show no sign of backing off.
But that's when the strangely translucent human makes his appearance. Hiding in a hollow under the deck, he falls upon Kei with a razor-sharp blade and an equally sharp focus. He is dressed like an ordinary merchant or bureaucrat , except for his slimy, transparent skin.
Shortsword Attack vs. Kei: 23. Hit: 33 piercing damage, and Kei must make a DC 15 CON save, taking 32 poison damage on a failed save, or half as much on a success.
"What does it take to kill these things" Kei grunts as he watches all 3 blasts find their mark and yet the target remains. He is preoccupied with trying to will the skum dead that he does not see the slimy creature appear to his side. Too late, he spins just to see a short sword aimed at his torso. Then darkness, again. He falls to the floor with Poison dripping from the severe wound on his side.
Attacking the skum to his south, Gerrard tries to take it down and then step over Kei’s body protectively, continuing his attacks if any are left over on the adjacent skum!
Flaming Dagger: Attack: 10 Damage: 13
Flaming Dagger: Attack: 18 Damage: Unable to parse dice roll.
Flaming Dagger: Attack: 24 Damage: 12
Glowing Rapier: Attack: 12 Damage: 9
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Unable to dodge the short sword he takes its full force. The moment the blade pierces his skin it begins to burn. Pushing through the burning sensation he quickly snaps "Brace yourself" at Gerrard. Like a breathing creature the shadows first roll towards Kei and then sharply burst outwards, his hastily spoken warning providing protection for the noble.
As the light and dark return to their rightful place a howl, soft at first bit growing louder with every second, seems to come from near the front of the hold. A spectral wolf appearing on the opposite side of the slimy swordsman bears its teeth at Kei's attacker.
A - casts Thunderwave for 3 dmg and pushes creatures away 10ft on a failed CON17 save. ½ dmg and no push on a save. Metamagic Careful on Gerrard for auto save.
BA - Summons Hound of Ill Omen directly behind slimy swordsman. Initiative 13
Rollback Post to RevisionRollBack
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Boko shakes her head, clearing her mind, the wind rushing past her face as she circles the others in the air on eagleback. "Forgive me. My mind has been elsewhere. Bad timing, as I nearly fell into that muck. Yes, if we can try fighting these abominations from a distance, we would be safer. I have some reserves, but not much." She has the second eagle perch above the hatch, out of view, beak ready to attack and claw ready to grab anything that comes out. She flies around 60 feet of the hatch and readies frostbite on anything bad she sees.
Boko can cast control water again, if we don't need the eagles, and we wont' need any high level spells for a while.
Kei dangles his shadowy illusory legs through the hatch. Between the steam still escaping the ship, the darkness, and the choking haze in the air, he can't tell if he sees any movement or not within the vessel.
Boko prepares to freeze anything that may be a threat – but nothing emerges.
You catch your breath. It may be a stinking, polluted breath here high above foul Hemlock Pit in this moonless, starless darkness of mid-evening, but you feel a new strength, a new resolve, to survive this, and to vanquish those who have done such damage in corrupting everything that was once good about this place.
Welcome to Level 12. You may update your sheets accordingly.
Gerrard:
A blessing from the gods washes over Gerrard as time passes, renewing his spirit and reviving his flesh. After long minutes of waiting for foes to emerge, he feels strangely rested.
”I think I could go in now and have a decent chance of winning,” whispers Gerrard to his friends. “Shall we give it a try? I am of half a mind to leave them to dry out and rot, but with our luck they would attack our flank just as we encounter the Aboleth.”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
As the gods smile on Gerrard the shadows seem to flow into Kei, empowering him with their darkness. He accepts them, even welcomes them. They feel somehow both familiar and terrifying. The fear soon fades and is replaced with a greater understanding of the darkness.
"I say let's crush them. The evil within this vessel must be a part of what's polluting the Styes. If there's any place I would call hone, it's here and you've taught me a thing or two My Leige. One is to value your friends and family. I am ready when you are"
Gerrard:
Grinning, Gerrard replies quietly, “Well-said, Master Kei. Let us purge your home of this putrid stench—at least this small portion of it.
Gerrard draws his blades and ignites the dagger. He stalks towards the hood opening, ready to jump in and attack the foes.
Stealth: 17
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gerrard approaches the hatch, with extreme quiet and care. He sees nothing within, at least initially. (Make a perception or investigation check to peer through the escaping steam.) Nothing seems to be moving.
(Where does everyone want to position themselves?)
Gerrard:
Gerrard tries to peer through the steam.
Perception: 22
If he is unsuccessful, he slowly pulls out his Wind Fan and prepares to “clear the air”.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
With his keen eyes, Gerrard spies at least three skum, very well-hidden (Stealth=20) just inside the hatch, patiently waiting for one of you to try to enter the ship. But Gerrard has out-stealthed them, and they do not appear to see his very careful approach.
Kei
With little information gathered after his failed baiting effort, Kei watches as Gerrard heads to the bow. Probably a smart idea he thinks to himself. He slowly makes his way forward. He swispers to Gerrard after watching him stick his head down the hatch. "Anything down there? I've got a way to soften them up if there is so I'd move back a few feet if I were you."
Gerrard:
Gerrard silently mouths to Kei, “Three Skum, just inside the hatch.”
He prepares his weapons to hopefully take advantage of whatever Kei has planned for them, planning to stabby-stabby immediately after Kei’s action, retreating a bit to given the man room to work his magic…
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
Stepping back from the hatch Kei begins his casting. Shadows begin to flood the lower compartment as he weaves his hands in twisting arcane gestures. His dancing hands culminating with an inaudible clap. Below deck a surge of psychic energy bursts outward, centered at the front of the hold where he had almost lost his life.
@DM for your reference
Synaptic Static
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
With the spell cast, Kei gives Gerrard the OK to attack at will. "If the spell effects them they shouldn't be anywhere near as formidable."
Synaptic Static damage 28 on a failed DC17 INT save, or half on success.
((Looking to have the sphere miss both Gerrard and Kei but catch all 3 skum.))
Gerrard:
As soon as Kei’s spell takes effect, Gerrard rushes in afterwards to attack the nearest Skum, trying to get smoothly to an advantageous position!
Initiative: 15
Planned Turn (assuming he initiative is needed before Gerrard can act:
Acrobatics to enter the hold amoothly: 13
Flaming Dagger: Attack: 25 Damage: 15
Flaming Dagger: Attack: 23 Damage: 14
Flaming Dagger: Attack: 17 Damage: 16
Glowing Rapier: Attack: 20 Damage: 12
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(Oh, just some rolls: 11, 14, 3, 21)
Kei sets off a mental bomb somewhere deep in the ship. You cannot hear it, nor is anyone in the party damaged by it, but they are close enough to feel the potent psychic energy emanating from the blast and storming through your minds.
Then, Gerrard jumps through the hatch, blades in hand.
Skum initiative: 3
Telepathically and physically screaming in distress, the three skum swarm Gerrard as he reenters the ship. But their flailing attacks are sloppy, panicked, as they still roil in discomfort from Kei's detonation:
Skum #1 vs. Gerrard: Trident Attack #1: 11. Hit: 7 piercing damage.
Skum #1 vs. Gerrard: Trident Attack #2: 21. Hit: 10 piercing damage.
Skum #1 Mind-Breaking Touch vs. Gerrard: 9. Hit: 19 psychic damage, and Gerrard has disadvantage on Wisdom saves until the end of the skum’s next turn.
Skum #1 DC17 INT save to shake off the static: 11
Skum #1 then dives deeper into the pool (somewhat lowered since your last visit.) Gerrard may have an opportunity attack if he has a reaction.
Skum #2 vs. Gerrard: Trident Attack #1: 6. Hit: 8 piercing damage.
Skum #2 vs. Gerrard: Trident Attack #2: 13. Hit: 9 piercing damage.
Skum #2 Mind-Breaking Touch vs. Gerrard: 7. Hit: 12 psychic damage, and Gerrard has disadvantage on Wisdom saves until the end of the skum’s next turn.
Skum #2 DC17 INT save to shake off the static: 3
Skum #3 vs. Gerrard: Trident Attack #1: 13. Hit: 7 piercing damage.
Skum #3 vs. Gerrard: Trident Attack #2: 9. Hit: 5 piercing damage.
Skum #3 Mind-Breaking Touch vs. Gerrard: 8. Hit: 28 psychic damage, and Gerrard has disadvantage on Wisdom saves until the end of the skum’s next turn.
Skum #3 DC17 INT save to shake off the static: 15
Gerrard then lays into the skum in front of him (#2), hitting with every swing. He does massive damage to it; it is still up, but badly wounded.
Kei and Boko: roll initiative! You may act immediately if it is 11 or higher.
Gerrard:
Using his new ability, Defensive Duelist, to avoid the one attack that gets close to landing (AC 23 against that one attack), Gerrard does not have a chance to strike at the one that runs away.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
Initiative 21 (game log)
Kei descends into the hold in a more subdued manner compared to Gerrards acrobatic display. He takes in the aftermath of his initial spell. It had worked as planned. He spots the three skum and immediately let's loose 3 blackend arcs of energy at the nearest one. Simultaneously he calls to his aid his faithful tentacle. It lashes out at the most distant skum of the three. He moves to a point as far from the skum and Gerrard as possible, without crossing the path of any enemy.
((Attack rolls in game log))
EB#1 Hit: 28 Dmg: 11 force
EB#2 Hit: 22 Dmg: 8 force
EB#3 Hit: 28 Dmg: 9 force
Tentacle Hit: 17 Dmg: 6 cold
Unhesitatingly following Gerrard into the ship, Kei squeezes through the hatch immediately afterward and releases a trio of crackling beams at the first skum he sees, while his unearthly tentacle reemerged to lash out at the fleeing, wounded, and now submerged skum. All three beams strike, searing the abomination with serious wounds. The tentacles likewise strike the prey in the filthy steaming water, further injuring it. All three skum are looking badly injured, but show no sign of backing off.
But that's when the strangely translucent human makes his appearance. Hiding in a hollow under the deck, he falls upon Kei with a razor-sharp blade and an equally sharp focus. He is dressed like an ordinary merchant or bureaucrat , except for his slimy, transparent skin.
Shortsword Attack vs. Kei: 23. Hit: 33 piercing damage, and Kei must make a DC 15 CON save, taking 32 poison damage on a failed save, or half as much on a success.
Top of the round - Everyone may act!
Kei
"What does it take to kill these things" Kei grunts as he watches all 3 blasts find their mark and yet the target remains. He is preoccupied with trying to will the skum dead that he does not see the slimy creature appear to his side. Too late, he spins just to see a short sword aimed at his torso.
Then darkness, again. He falls to the floor with Poison dripping from the severe wound on his side.Gerrard:
Attacking the skum to his south, Gerrard tries to take it down and then step over Kei’s body protectively, continuing his attacks if any are left over on the adjacent skum!
Flaming Dagger: Attack: 10 Damage: 13
Flaming Dagger: Attack: 18 Damage: Unable to parse dice roll.
Flaming Dagger: Attack: 24 Damage: 12
Glowing Rapier: Attack: 12 Damage: 9
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
Unable to dodge the short sword he takes its full force. The moment the blade pierces his skin it begins to burn. Pushing through the burning sensation he quickly snaps "Brace yourself" at Gerrard. Like a breathing creature the shadows first roll towards Kei and then sharply burst outwards, his hastily spoken warning providing protection for the noble.
As the light and dark return to their rightful place a howl, soft at first bit growing louder with every second, seems to come from near the front of the hold. A spectral wolf appearing on the opposite side of the slimy swordsman bears its teeth at Kei's attacker.
A - casts Thunderwave for 3 dmg and pushes creatures away 10ft on a failed CON17 save. ½ dmg and no push on a save. Metamagic Careful on Gerrard for auto save.
BA - Summons Hound of Ill Omen directly behind slimy swordsman. Initiative 13