This post has potentially manipulated dice roll results.
Gerrard:
(Add to Gerrard’s turn: Gerrard steps to the north, then switches places with Kei, getting him out of direct combat. Using his Bait and Switch ability, he is now front line in front of Kei and has additional AC for the round: 3 )
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
This post has potentially manipulated dice roll results.
Gerrard lays into the slimy abomination in front of him. It takes everything he has, but he just manages to down it. Then Gerrard bumps Kei back into the hatch, putting himself in harm's way.
An then Kei lets loose a second powerful detonation inside the hold. Unlike the silent, psychic explosion earlier, this one is all too loud and physical. A wave of thunderous force sweeps up Gerrard, both skums, and the assassin. DC17 CON Saves: 15, 17, 15
And then, presumably from whatever dark pocket dimension he keeps his tentacles within, a howling creature of darkness appears inside the hold. It immediately tears into the translucent assassin: Bite Attack vs Assassin: 23 Hit: 10 piercing damage and the strange man will need a DC13 STR save or be knocked prone (if needed:14 )
Gerrard takes 1 point of thunder damage from the deafening blast. One skum is thrown across the cabin; the others manage to hold their position. The assassin is knocked down by the unearthly wolf.
The assassin stands, and as it does, takes two slashes at Gerrard: Shortsword Attack #1: 25. Hit: 6 piercing damage, and Gerrard must make a DC 15 CON Save, taking26 poison damage on a failed save, or half on a success. Shortsword Attack #2: 19. Hit: 5 piercing damage, and Gerrard must make a DC 15 CON Save, taking24 poison damage on a failed save, or half on a success.
The thrown skum (still fighting off the effects of Kei's first bomb) leaps back again, tearing into Gerrard as well: Trident Attack #1 vs. Gerrard: 16. Hit: 5 piercing damage. Trident Attack #2 vs. Gerrard: 10. Hit: 10 piercing damage. Mind-Breaking Touch vs Gerrard: 6. Hit: 22 psychic damage, and Gerrard will have disadvantage on Wisdom saves until the end of the skum’s next turn. Skum DC17 INT save to shake off the static:3
The other skum (equally muddled by the first blast) tries to take on the ghostly hound: Trident Attack #1 vs. hound: 6. Hit: 8 piercing damage. Trident Attack #2 vs. hound: 11. Hit: 5 piercing damage. Mind-Breaking Touch vs hound: 24. Hit: 12 psychic damage, and the hound will have disadvantage on Wisdom saves... Skum DC17 INT save to shake off the static:18
This post has potentially manipulated dice roll results.
Gerrard:
Reacting as best he can, Gerrard tries to parry the attack from the assassin threatening to poison him (AC 20 this round so second attack misses).
Parry damage amount: 12
He then lights into the assassin, hoping to disarm and disable him before he can make things worse. Flashing blades and flaming daggers whirl as Gerrard attempts to disarm the assassin of the deadly sword!
Flaming Dagger: Attack: 14 Damage: 12
Flaming Dagger: Attack: 15 Damage: 18
Flaming Dagger: Attack: 25 Damage: 13
Bonus action Glowing Rapier: Attack: 10 Damage: 7
Action Surge:
Flaming Dagger: Attack: 23 Damage: 16
Flaming Dagger: Attack: 19 Damage: 19
Flaming Dagger: Attack: 13 Damage: 16
if one hits, Disarm for DC 17 save or drop weapon. Added damage is 6
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"I think it's time you quit poking that thing at us" Kei whispers to himself as he begins casting another spell. From below the surface if the mucky water several tentacles sprout directly at the assassins feet. They twist and turn, attempting to grasp at their targets limbs.
The larger tentacle glides across the muck to the skum engaged with Gerrard and lashes out.
A - casts Hold Monster with DC17 WIS save at disadvantage due to Hound
BA - move Tentacle of the Deep and have it attack (rolls in log)
Hound
With single-minded determination the Hound continues to harass the assassin. (I'll leave rolls to DM for the hound)
(that would be first round, if she can still access it)
Boko's been focusing on an ability she's always wanted to gain for herself, and wildshapes into an air elemental. She flies inside and, if she can do so without hitting alllies, she will whirlwind the skums. If not, she will slam attack the one that seems the most damaged.
This post has potentially manipulated dice roll results.
The assassin indeed drops his deadly knife, as he falls dead before Gerrard lets up. (Gerrard's last two slashes land on the nearby Skum, instead. It's in bad shape.)
(Kei - do you still want to cast Hold Monster? I'll run your BA and Hound for now...)
The tentacles try to tear at the skum, but the slimy foe squirms away.
The hound, at the edge of the pool, snaps at t Hound Bite Attack vs. skum #3: 21. Hit: 6 piercing damage and must succeed on a DC 13 Strength saving throw or be knocked prone.
The huge eagles struggle to squeeze inside the tight hatch. Giant Eagle DC15 Dex: 18, 9.
This post has potentially manipulated dice roll results.
One eagle nudges Kei to the side and manages to squeeze inside near Gerrard. It is a chaotic flurry of feathers in this tight space as it attacks the skum, tearing a chunk out of it with its beak. The other eagle, unable to squeeze in, remains outside near the hatch.
(Meanwhile: DC13 STR save to send the other skum "prone" in the pool:8 )
And then the situation becomes completely chaotic as a funneling cloud of whirling air with a vague semblance of a face pops through the hatch and transforms into a screaming cyclone, creating a thunderous whirlwind in the middle of the cabin:
Skum: DC 13 Strength saving throws: 18, 24 ...or take 17 bludgeoning damage, flung against the cabin walls, and knocked prone for an additional 5 bludgeoning damage. (Half damage on a successful save and remains stationary.)
They both hold their ground, but are both near death. The cabin is full of steam, foul spray, feathers, and wind.
Kei may still have his action (or can still use Hold Monster). One of the skum is "prone" in the water (well off-balance) and attacks against it are at advantage.
Moments before he is about to cast he sees the assassin fall. Well that's not fair he complains to himself. Instead he turns his ire towards the fallen skum. "Glad you could join us Boko, I think" he shouts over the howling wind. His shadow bolts had proved effective against the skum so he tries again.
This post has potentially manipulated dice roll results.
Kei releases a beam of crackling black energy toward the flailing, barely-conscious skum, and blasts it into gelatin. Only a single skum remains, also very near death. (Kei already did his BA this round.)
Nevertheless, even mortally wounded and facing five enemies, the skum continues to attack with zealous singlemindedness. "The councillor says you are unwelcome!"gasps the horrid aberration, telepathically, in each of your heads. Then it launches itself at Gerrard.
Trident Attack #1 vs. Gerrard: 17. Hit: 9 piercing damage. Trident Attack #2 vs. Gerrard: 26. Hit: 8 piercing damage. Mind-Breaking Touch vs Gerrard: 19. Hit: 26 psychic damage, and Gerrard has disadvantage on Wisdom saves until the end of the skum’s next turn.
(Slight retcon... Gerrard may ignore the attacks above, as Kei distributes his beams between the two badly-injured skum and manages to turn not one but both into jelly.)
The blade – a short sword – is custom-designed to deliver a dose of poison, kept in a compartment in the hilt. It looks like there's still one dose left.
The ship is quiet. The water level is getting lower – perhaps waist-deep in the bilge. The air is still uncomfortable hot and humid, full of foul steam.
Hunched over resting his hands on his knees Kei replies to Gerrard. "By my count, that's all. I spotted the slimy abomination and that assassin in the other room when Boko had the water flushing everywhere." After several deep breaths he stands tall again and steps towards the bulkhead. He searches for an easy way into the other room.
There appear to be two ways into the next cabin - directly through the hatch aft through the bulkhead, or down through the (now) waist-deep foul water in the bilge, under the bulkhead.
This post has potentially manipulated dice roll results.
Gerrard:
Keeping the short sword (with its sheath, if nearby), Gerrard says, “Let us proceed to the stern of the boat, then I can blow the foul gas out through the open hatch.”
Looking distrustingly at the walkway over the muck, he looks for traps as he walks, ready to leap to safety if the walkway appears unsteady.
Perception: 10
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Grimacing as the stench of the water washes over him, Kei ducks under the bulkhead. "I first saw the assassin over there" he points to the far end of the room. "I couldn't yell what it was doing so be careful. As we've seen, it wasn't against sneaky tactics." He offers Gerrard assistance in looking for traps. A quick hand flourish and a shadowy hand appears next to him. "No point using our own limbs". He sends the hand slightly in front of Gerrard having it pat the walkway in hopes of triggering any trap.
Gerrard opens the bulkhead door and begins to walk down the strange, slippery, makeshift walkway as Kei, sloshing through thigh-deep foul waters of the bilge, follows him from below.
The air is hot and damp. Two pools of dark, swirling water fill most of this area amidships. The narrow wooden walkway connects the hatches to the stern and the bow. Condensation streams down the walls and drips from the ceiling. The walls, walkway, and ceiling are thick and shiny with mildew. (Water and slime make this area, like the last, Difficult Terrain.) Another closed hatch to the stern lay ahead.
(What are the eagles and the hound doing? Is Boko still in elemental form?)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Gerrard:
(Add to Gerrard’s turn: Gerrard steps to the north, then switches places with Kei, getting him out of direct combat. Using his Bait and Switch ability, he is now front line in front of Kei and has additional AC for the round: 3 )
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gerrard lays into the slimy abomination in front of him. It takes everything he has, but he just manages to down it. Then Gerrard bumps Kei back into the hatch, putting himself in harm's way.
An then Kei lets loose a second powerful detonation inside the hold. Unlike the silent, psychic explosion earlier, this one is all too loud and physical. A wave of thunderous force sweeps up Gerrard, both skums, and the assassin. DC17 CON Saves: 15, 17, 15
And then, presumably from whatever dark pocket dimension he keeps his tentacles within, a howling creature of darkness appears inside the hold. It immediately tears into the translucent assassin: Bite Attack vs Assassin: 23 Hit: 10 piercing damage and the strange man will need a DC13 STR save or be knocked prone (if needed: 14 )
Gerrard takes 1 point of thunder damage from the deafening blast. One skum is thrown across the cabin; the others manage to hold their position. The assassin is knocked down by the unearthly wolf.
The assassin stands, and as it does, takes two slashes at Gerrard:
Shortsword Attack #1: 25. Hit: 6 piercing damage, and Gerrard must make a DC 15 CON Save, taking 26 poison damage on a failed save, or half on a success.
Shortsword Attack #2: 19. Hit: 5 piercing damage, and Gerrard must make a DC 15 CON Save, taking 24 poison damage on a failed save, or half on a success.
The thrown skum (still fighting off the effects of Kei's first bomb) leaps back again, tearing into Gerrard as well:
Trident Attack #1 vs. Gerrard: 16. Hit: 5 piercing damage.
Trident Attack #2 vs. Gerrard: 10. Hit: 10 piercing damage.
Mind-Breaking Touch vs Gerrard: 6. Hit: 22 psychic damage, and Gerrard will have disadvantage on Wisdom saves until the end of the skum’s next turn.
Skum DC17 INT save to shake off the static: 3
The other skum (equally muddled by the first blast) tries to take on the ghostly hound:
Trident Attack #1 vs. hound: 6. Hit: 8 piercing damage.
Trident Attack #2 vs. hound: 11. Hit: 5 piercing damage.
Mind-Breaking Touch vs hound: 24. Hit: 12 psychic damage, and the hound will have disadvantage on Wisdom saves...
Skum DC17 INT save to shake off the static: 18
Everyone may act!
Gerrard:
Reacting as best he can, Gerrard tries to parry the attack from the assassin threatening to poison him (AC 20 this round so second attack misses).
Parry damage amount: 12
He then lights into the assassin, hoping to disarm and disable him before he can make things worse. Flashing blades and flaming daggers whirl as Gerrard attempts to disarm the assassin of the deadly sword!
Flaming Dagger: Attack: 14 Damage: 12
Flaming Dagger: Attack: 15 Damage: 18
Flaming Dagger: Attack: 25 Damage: 13
Bonus action Glowing Rapier: Attack: 10 Damage: 7
Action Surge:
Flaming Dagger: Attack: 23 Damage: 16
Flaming Dagger: Attack: 19 Damage: 19
Flaming Dagger: Attack: 13 Damage: 16
if one hits, Disarm for DC 17 save or drop weapon. Added damage is 6
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
"I think it's time you quit poking that thing at us" Kei whispers to himself as he begins casting another spell. From below the surface if the mucky water several tentacles sprout directly at the assassins feet. They twist and turn, attempting to grasp at their targets limbs.
The larger tentacle glides across the muck to the skum engaged with Gerrard and lashes out.
A - casts Hold Monster with DC17 WIS save at disadvantage due to Hound
BA - move Tentacle of the Deep and have it attack (rolls in log)
Hound
With single-minded determination the Hound continues to harass the assassin. (I'll leave rolls to DM for the hound)
Boko sends the giant eagles inside and tries to position them to mess with, and mess up, the baddies.
Giant eagle 1 attack
Bite Attack: 18 Damage: 5
Claw Attack: 15 Damage: 8
Giant eagle 2 attack
Bite Attack: 12 Damage: 6
Claw Attack: 12 Damage: 11
(that would be first round, if she can still access it)
Boko's been focusing on an ability she's always wanted to gain for herself, and wildshapes into an air elemental. She flies inside and, if she can do so without hitting alllies, she will whirlwind the skums. If not, she will slam attack the one that seems the most damaged.
The assassin indeed drops his deadly knife, as he falls dead before Gerrard lets up. (Gerrard's last two slashes land on the nearby Skum, instead. It's in bad shape.)
(Kei - do you still want to cast Hold Monster? I'll run your BA and Hound for now...)
The tentacles try to tear at the skum, but the slimy foe squirms away.
The hound, at the edge of the pool, snaps at t
Hound Bite Attack vs. skum #3: 21. Hit: 6 piercing damage and must succeed on a DC 13 Strength saving throw or be knocked prone.
The huge eagles struggle to squeeze inside the tight hatch. Giant Eagle DC15 Dex: 18, 9.
One eagle nudges Kei to the side and manages to squeeze inside near Gerrard. It is a chaotic flurry of feathers in this tight space as it attacks the skum, tearing a chunk out of it with its beak. The other eagle, unable to squeeze in, remains outside near the hatch.
(Meanwhile: DC13 STR save to send the other skum "prone" in the pool: 8 )
And then the situation becomes completely chaotic as a funneling cloud of whirling air with a vague semblance of a face pops through the hatch and transforms into a screaming cyclone, creating a thunderous whirlwind in the middle of the cabin:
Skum: DC 13 Strength saving throws: 18, 24 ...or take 17 bludgeoning damage, flung against the cabin walls, and knocked prone for an additional 5 bludgeoning damage. (Half damage on a successful save and remains stationary.)
They both hold their ground, but are both near death. The cabin is full of steam, foul spray, feathers, and wind.
Kei may still have his action (or can still use Hold Monster). One of the skum is "prone" in the water (well off-balance) and attacks against it are at advantage.
Kei
Moments before he is about to cast he sees the assassin fall. Well that's not fair he complains to himself. Instead he turns his ire towards the fallen skum. "Glad you could join us Boko, I think" he shouts over the howling wind. His shadow bolts had proved effective against the skum so he tries again.
A - Eb against the prone skum
BA - tentacle beats up the other
Kei releases a beam of crackling black energy toward the flailing, barely-conscious skum, and blasts it into gelatin. Only a single skum remains, also very near death.
(Kei already did his BA this round.)
Nevertheless, even mortally wounded and facing five enemies, the skum continues to attack with zealous singlemindedness. "The councillor says you are unwelcome!" gasps the horrid aberration, telepathically, in each of your heads. Then it launches itself at Gerrard.
Trident Attack #1 vs. Gerrard: 17. Hit: 9 piercing damage.
Trident Attack #2 vs. Gerrard: 26. Hit: 8 piercing damage.
Mind-Breaking Touch vs Gerrard: 19. Hit: 26 psychic damage, and Gerrard has disadvantage on Wisdom saves until the end of the skum’s next turn.
(Slight retcon... Gerrard may ignore the attacks above, as Kei distributes his beams between the two badly-injured skum and manages to turn not one but both into jelly.)
Combat is over; everyone may act!
Gerrard:
“Is that all of them?” asks Gerrard cautiously, breathing heavily from the exertion of battle. If so, he will take a deep breath and relax a fraction.
Cleaning his blades and sheathing them, Gerrard gingerly picks up the assassin’s short sword and inspects it, careful not to touch the blade.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The blade – a short sword – is custom-designed to deliver a dose of poison, kept in a compartment in the hilt. It looks like there's still one dose left.
The ship is quiet. The water level is getting lower – perhaps waist-deep in the bilge. The air is still uncomfortable hot and humid, full of foul steam.
Kei
Hunched over resting his hands on his knees Kei replies to Gerrard. "By my count, that's all. I spotted the slimy abomination and that assassin in the other room when Boko had the water flushing everywhere." After several deep breaths he stands tall again and steps towards the bulkhead. He searches for an easy way into the other room.
There appear to be two ways into the next cabin - directly through the hatch aft through the bulkhead, or down through the (now) waist-deep foul water in the bilge, under the bulkhead.
Gerrard:
Keeping the short sword (with its sheath, if nearby), Gerrard says, “Let us proceed to the stern of the boat, then I can blow the foul gas out through the open hatch.”
Looking distrustingly at the walkway over the muck, he looks for traps as he walks, ready to leap to safety if the walkway appears unsteady.
Perception: 10
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
Grimacing as the stench of the water washes over him, Kei ducks under the bulkhead. "I first saw the assassin over there" he points to the far end of the room. "I couldn't yell what it was doing so be careful. As we've seen, it wasn't against sneaky tactics." He offers Gerrard assistance in looking for traps. A quick hand flourish and a shadowy hand appears next to him. "No point using our own limbs". He sends the hand slightly in front of Gerrard having it pat the walkway in hopes of triggering any trap.
Gerrard opens the bulkhead door and begins to walk down the strange, slippery, makeshift walkway as Kei, sloshing through thigh-deep foul waters of the bilge, follows him from below.
The air is hot and damp. Two pools of dark, swirling water fill most of this area amidships. The narrow wooden walkway connects the hatches to the stern and the bow. Condensation streams down the walls and drips from the ceiling. The walls, walkway, and ceiling are thick and shiny with mildew. (Water and slime make this area, like the last, Difficult Terrain.) Another closed hatch to the stern lay ahead.
(What are the eagles and the hound doing? Is Boko still in elemental form?)
