This post has potentially manipulated dice roll results.
Gerrard:
Turning back to respond to Kei, Gerrard’s eyes widen slightly as he sees the Ettercap complete his surprise attack! Drawing his Main Gauche and moving around for a good angle on the creature, he launches into a flurry of attacks, trying to pry the creature off his friend’s back, or at least fill it full of holes.
Elegant Rapier Attack: Attack: 11 Damage: 11
Elegant Rapier Attack: Attack: 11 Damage: 8
Main Gauche Attack: Attack: 10 Damage: 10
Edit: frustrated with his misses, Gerrard uses his action surge to attack again!
Elegant Rapier Attack: Attack: 20 Damage: 5
Elegant Rapier Attack: Attack: 10 Damage: 11
If he connects with a strike, Gerrard tries to use his Disarming Attack to pry the Ettercap off Kei’s back (probably will just do the extra damage, but Strength save is 15): 8
OOC: All the rolls are valid/did not change after the edited post, including the first three misses. Apparently it didn’t like me inserting the two extra attack rolls before the last d8 damage for the combat superiority. Sorry, I can reroll if you like, but those first misses were pretty bad.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei receives a nasty bite, but avoids the worst effects of the poison.
Gerrard scrambles with his blades, a little sloppy at first, but then connecting with a pair of serious wounds. (Ettercap STR Save: 16 )
The ettercap is successfully pried off of Kei's back, but the wounded creature is undeterred from its prey. Bite Attack vs Kei: 19 Piercing damage: 6 plus 2 poison damage (and DC 11 Constitution saving throw or be poisoned.) Claws Attack vs. Kei: 16 Slashing damage: 7
The creature's claws dig deeply into Kei's exposed neck. ( Crit damage: 4)
This post has potentially manipulated dice roll results.
Peri:
It happens faster than Peri can react: the creature leaps onto Kei, Gerrard knocks it away, and it redoubles its attack on the bard. Peri gives a wordless cry and leaps onto the creature, trying to skewer it to the deck like a butterfly collector. (16 for 4) He then tries to stomp it into bug paste. (9 for 5)
Peri literally pins it to the deck with an extremely powerful downward thrust of his spear. It goes clean through the monstrous insect and embeds itself deeply into the plank decking. He may have trouble removing the spear, but combat is over. This bug is definitely squashed.
Dwal crouches and touches Kei, intoning the words to Spare the Dying and calling for a healing potion.
He gasps as he returns to consciousness. In alarm he thrashes at his back hoping to get rid of the ettercap, not knowing that Peri had skewered it moments ago. "Wha..whe...get it off!"He shouts at no-one in particular. After a tense few moments of thrashing, he calms himself and looks around to see Dwal and Gerrard kneeling over him. "What happened?" He rises to a half seated position.
Working the spear back and forth to free it from the deck and the ettercap: "Seems you forgot you were a bard, who's supposed to sing about heroes, and thought you were an actor playing the part. Very convincing, though." Peri's glibness is an attempt to cover his concern, knowing from recent experience how awkward it is to wake up to worried looks. "Think Kester would be interested in this thing?"
He looks around to see if anything stands out from the general rubbish. Perception18
((Probably need to take a Short Rest here for Kei and Oceanus to heal and Peri could use the time to recharge his Ki.))
Dwal comes out of his short stupor. "This is a fine mess."Dwal's grumpy demeanor returning to him. "Gonna call this tube that Sea Spider are yea?" he says a little sarcastically but there is mirth in his voice as well. "Hold still lads,"he tells Kei and Oceanus. "I'll have ye fixed up in a jiffy so'n ye can go and get ate by something big and nasty," he says with too much happiness. Medicine: 19
"Ye might want ta take a few lessons from the halfling in dodging," he tells Oceanus and Kei as he stitches them up.
Taking a deep breath after the battle, Gerrard agrees that they need a rest, saying, “Agreed, let’s rest for a bit. I’ll fortify our position.”
He moves some heavy items over the trapdoor and up against the door forward, trying to make the place a bit secure. Sitting down in a corner, Gerrard has his rapier at the ready and watches for any enemy incursions as he rests and recovers.
The moldy trap door is already solidly barred - a bar has been inserted through a set of rusted brackets to keep it shut. The door is damaged and held shut by rusty iron spikes. It would need to be forced open or chopped apart. Nevertheless, you add some some additional impediments to slow anything attempting to enter the room through either method.
You spend an hour resting and healing. (Successful short rest. BTW: Expect a level up if you complete your immediate adventure in one piece!)
The sounds of the ocean - and the aging, failing, and very creaky ship - are loud, but there are odd sounds coming from odd places - footsteps from the other side of the door at one point, and scratchy pattering from inside the hull of the ship and even from apparent thin air.
Peri spends time exploring the room. There is nothing of any value here. There is rotten meat in the larder that looks months - but not years - old. (Peri Medicine check: 11 )
The foul meat looks it could be of humanoid origin.
Getting up, Gerrard says, "Are we ready to move on? I heard movement on the other side of this door during our rest, but it is pretty jammed up--I'll have to try and break it loose when we are ready."
If we decide to go this way: Strength: 14 , +3 more if Athletics applies
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Peri spends his rest tending to his spider bites, shaking dead spiders out of his clothes, and running through a brief meditation to restore his Ki. He remains in his meditative state for a while as his more injured friends deal with their wounds. He considers the state of the ship, its ability to be salvaged. The hull does still appear to be reasonably sound. There doesn't seem to be any major structural damage, at least none that he's seen so far, other than the missing masts and rigging. The list can likely be righted by pumping out some water and rearranging some ballast. But even with one mast it would take a few extra hands to sail her back to Saltmarsh. And the interior will need to be stripped and entirely refitted. It's as bad -- in some ways even worse -- as a ship salvaged after a fire had gutted it. Not an impossible task, and they'd likely turn a profit on her -- IF we can ever rid her of these damnable bugs! -- but it would mean months of work even if they did manage to get her into port.
Getting up, Gerrard says, "Are we ready to move on? I heard movement on the other side of this door during our rest, but it is pretty jammed up--I'll have to try and break it loose when we are ready."
He stands up, stretches, and nods. His initial burst of enthusiasm has drained away, leaving him sober and a little grim, though not as furious as he'd been after the sahuagin attack. He hasn't entirely given up on the dream of saving the old queen, but figures it's far more likely that by this evening he'll be watching her burn from the deck of the Winter. "As long as the doors are jammed and nothin' can get through, we might as well go back up to the main deck and clear the forward cabins. That way we won't have to keep lookin' over our shoulders to be sure somethin' hasn't crept up behind us."
Taking a long look at the blocked door, Gerrard says, “Entirely reasonable, Master Fenwader. You’ll make a good Captain if we ever get this ship back to Saltmarsh.”
Gerrard heads up onto the deck and catches the eye of the dwarves waiting for them. Giving a thumb’s up, he heads to the forward cabin and checks the door for anything unusual. He’ll wait for the others to catch up and check the door if they want, then he will open it with his rapier drawn.
As he goes by the grate to the hold, he will peer in curiously but stay away from the edge in case something in there could reach out and grab him from below.
Perception into the hold as he walks past: 11
Perception in the door to the forward cabin: 16
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The party returns to the deserted deck, relieved to be outside in the fresh air again. Walking by the grate set into the deck, Gerrard can see a ladder extending down, but the grate itself appears to be rusted shut. - it would need to be wrenched open or smashed apart. Unless the grate is removed, it is difficult to see anything further within.
The door forward looks of identical construction to the door aft, although this one is more noticeably bleached and cracked by years in the sun. Gerrard gently tries the door - and finds it firmly stuck. It will need to be forced open with a Strength (Athletics) check or broken through with weapons or tools.
Kei
Con save 11
Initiative 16
Peri:
[Tooltip Not Found] 18
((Hope I can get beat the bug! Don't want Kei to rethink his commitment to the team!))
Gerrard:
Initiative: 24
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gerrard:
Turning back to respond to Kei, Gerrard’s eyes widen slightly as he sees the Ettercap complete his surprise attack! Drawing his Main Gauche and moving around for a good angle on the creature, he launches into a flurry of attacks, trying to pry the creature off his friend’s back, or at least fill it full of holes.
Elegant Rapier Attack: Attack: 11 Damage: 11
Elegant Rapier Attack: Attack: 11 Damage: 8
Main Gauche Attack: Attack: 10 Damage: 10
Edit: frustrated with his misses, Gerrard uses his action surge to attack again!
Elegant Rapier Attack: Attack: 20 Damage: 5
Elegant Rapier Attack: Attack: 10 Damage: 11
If he connects with a strike, Gerrard tries to use his Disarming Attack to pry the Ettercap off Kei’s back (probably will just do the extra damage, but Strength save is 15): 8
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
OOC: All the rolls are valid/did not change after the edited post, including the first three misses. Apparently it didn’t like me inserting the two extra attack rolls before the last d8 damage for the combat superiority. Sorry, I can reroll if you like, but those first misses were pretty bad.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Initiative (ordered):
Gerrard: 24
Ettercap: 20
Peri: 18
Oceanus: 17
Dwal: 14
Kei: 10
Bjorn: 7
Kei receives a nasty bite, but avoids the worst effects of the poison.
Gerrard scrambles with his blades, a little sloppy at first, but then connecting with a pair of serious wounds. (Ettercap STR Save: 16 )
The ettercap is successfully pried off of Kei's back, but the wounded creature is undeterred from its prey.
Bite Attack vs Kei: 19 Piercing damage: 6 plus 2 poison damage (and DC 11 Constitution saving throw or be poisoned.)
Claws Attack vs. Kei: 16 Slashing damage: 7
The creature's claws dig deeply into Kei's exposed neck. ( Crit damage: 4 )
Kei goes down.
Peri and Dwal may act.
Peri:
It happens faster than Peri can react: the creature leaps onto Kei, Gerrard knocks it away, and it redoubles its attack on the bard. Peri gives a wordless cry and leaps onto the creature, trying to skewer it to the deck like a butterfly collector. (16 for 4) He then tries to stomp it into bug paste. (9 for 5)
((Edit: extra 1 for the crit!))
Peri literally pins it to the deck with an extremely powerful downward thrust of his spear. It goes clean through the monstrous insect and embeds itself deeply into the plank decking. He may have trouble removing the spear, but combat is over. This bug is definitely squashed.
Dwal crouches and touches Kei, intoning the words to Spare the Dying and calling for a healing potion.
Gerrard:
Once more dropping his weapons to thrum tip-first in the deck below, Gerrard swiftly pulls out his healing potion and feeds it to Kei.
Healing: 8
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
He gasps as he returns to consciousness. In alarm he thrashes at his back hoping to get rid of the ettercap, not knowing that Peri had skewered it moments ago. "Wha..whe...get it off!" He shouts at no-one in particular. After a tense few moments of thrashing, he calms himself and looks around to see Dwal and Gerrard kneeling over him. "What happened?" He rises to a half seated position.
Peri:
Working the spear back and forth to free it from the deck and the ettercap: "Seems you forgot you were a bard, who's supposed to sing about heroes, and thought you were an actor playing the part. Very convincing, though." Peri's glibness is an attempt to cover his concern, knowing from recent experience how awkward it is to wake up to worried looks. "Think Kester would be interested in this thing?"
He looks around to see if anything stands out from the general rubbish. Perception 18
((Probably need to take a Short Rest here for Kei and Oceanus to heal and Peri could use the time to recharge his Ki.))
Dwal
Dwal comes out of his short stupor.
"This is a fine mess." Dwal's grumpy demeanor returning to him. "Gonna call this tube that Sea Spider are yea?" he says a little sarcastically but there is mirth in his voice as well.
"Hold still lads," he tells Kei and Oceanus. "I'll have ye fixed up in a jiffy so'n ye can go and get ate by something big and nasty," he says with too much happiness.
Medicine: 19
"Ye might want ta take a few lessons from the halfling in dodging," he tells Oceanus and Kei as he stitches them up.
Gerrard:
Taking a deep breath after the battle, Gerrard agrees that they need a rest, saying, “Agreed, let’s rest for a bit. I’ll fortify our position.”
He moves some heavy items over the trapdoor and up against the door forward, trying to make the place a bit secure. Sitting down in a corner, Gerrard has his rapier at the ready and watches for any enemy incursions as he rests and recovers.
Second Wind: 9
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Peri:
Hit dice: 8, 3
((OOC: How close are we to leveling up? We just leveled in my other game and I'm eagerly anticipating this one -- huge for Peri!))
The moldy trap door is already solidly barred - a bar has been inserted through a set of rusted brackets to keep it shut.
The door is damaged and held shut by rusty iron spikes. It would need to be forced open or chopped apart.
Nevertheless, you add some some additional impediments to slow anything attempting to enter the room through either method.
You spend an hour resting and healing. (Successful short rest. BTW: Expect a level up if you complete your immediate adventure in one piece!)
The sounds of the ocean - and the aging, failing, and very creaky ship - are loud, but there are odd sounds coming from odd places - footsteps from the other side of the door at one point, and scratchy pattering from inside the hull of the ship and even from apparent thin air.
Peri spends time exploring the room. There is nothing of any value here. There is rotten meat in the larder that looks months - but not years - old. (Peri Medicine check: 11 )
The foul meat looks it could be of humanoid origin.
Gerrard:
Getting up, Gerrard says, "Are we ready to move on? I heard movement on the other side of this door during our rest, but it is pretty jammed up--I'll have to try and break it loose when we are ready."
If we decide to go this way: Strength: 14 , +3 more if Athletics applies
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Peri:
Peri spends his rest tending to his spider bites, shaking dead spiders out of his clothes, and running through a brief meditation to restore his Ki. He remains in his meditative state for a while as his more injured friends deal with their wounds. He considers the state of the ship, its ability to be salvaged. The hull does still appear to be reasonably sound. There doesn't seem to be any major structural damage, at least none that he's seen so far, other than the missing masts and rigging. The list can likely be righted by pumping out some water and rearranging some ballast. But even with one mast it would take a few extra hands to sail her back to Saltmarsh. And the interior will need to be stripped and entirely refitted. It's as bad -- in some ways even worse -- as a ship salvaged after a fire had gutted it. Not an impossible task, and they'd likely turn a profit on her -- IF we can ever rid her of these damnable bugs! -- but it would mean months of work even if they did manage to get her into port.
He stands up, stretches, and nods. His initial burst of enthusiasm has drained away, leaving him sober and a little grim, though not as furious as he'd been after the sahuagin attack. He hasn't entirely given up on the dream of saving the old queen, but figures it's far more likely that by this evening he'll be watching her burn from the deck of the Winter. "As long as the doors are jammed and nothin' can get through, we might as well go back up to the main deck and clear the forward cabins. That way we won't have to keep lookin' over our shoulders to be sure somethin' hasn't crept up behind us."
Gerrard:
Taking a long look at the blocked door, Gerrard says, “Entirely reasonable, Master Fenwader. You’ll make a good Captain if we ever get this ship back to Saltmarsh.”
Gerrard heads up onto the deck and catches the eye of the dwarves waiting for them. Giving a thumb’s up, he heads to the forward cabin and checks the door for anything unusual. He’ll wait for the others to catch up and check the door if they want, then he will open it with his rapier drawn.
As he goes by the grate to the hold, he will peer in curiously but stay away from the edge in case something in there could reach out and grab him from below.
Perception into the hold as he walks past: 11
Perception in the door to the forward cabin: 16
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The party returns to the deserted deck, relieved to be outside in the fresh air again. Walking by the grate set into the deck, Gerrard can see a ladder extending down, but the grate itself appears to be rusted shut. - it would need to be wrenched open or smashed apart. Unless the grate is removed, it is difficult to see anything further within.
The door forward looks of identical construction to the door aft, although this one is more noticeably bleached and cracked by years in the sun. Gerrard gently tries the door - and finds it firmly stuck. It will need to be forced open with a Strength (Athletics) check or broken through with weapons or tools.
Gerrard:
"I knew we should have brought a crowbar," says Gerrard, "Anyone want to help me with this door?"
Trying to open the door:
Athletics to break open the door: 11
Advantage if someone helps: 5
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"