Do we have any idea how long it would take the captain to get the ship underway if we did manage to loosen it from the sunken ship? Or if he even could without further repairs? If we could do a big magical shatter or two and get underway immediately, that may be ideal. We don't know if they have retreated to let us go about our business or to go and get reinforcements...
Freeing the ship would allow the captain - hopefully - to retreat into nearby deeper waters, but not much further. Significant repairs will be necessary before it can be fully seaworthy for travel. They will need to anchor nearby once they untangle the ship from this mess.
Molo begins to cast his ritual from the heaving deck.
"Statue's definitely magical. And whatever is down there hasn't come to bother us despite knowing they have company. My guess is they're more interested in what they've got in that wreck than us. So if we're going to blow it up, be ready for a fight."
Fianna would hurriedly suggest we have the captain get prepared to move the ship in case we need to do reckless "booms" to separate the ship mid-battle. Meanwhile we can allow Molo to continue his ritual, allow OctoFin to delve deeper and examine the statue, and discuss the best locations to Shatter or other spells so as to separate the two ships with the least amount of damage...
All while keeping an eye out for more swimming harpoonists, of course.
Octofin dives deeper into the hold. Broken crates and barrels that once held food and water litter the floor, together with sand and debris from years in the ocean.
The 25-foot-tall marble statue is laid horizontally and attached to the floor with rusty chains. Fianna may make a History or Religion check to try to identify it. It is partially covered by barnacles and growing seaweed.
The huge, menacing harpoonists have vanished down the dark hallway - bisected by the base of a rotting mast - to the east. Two hatches are open on either side of the corridor.
Outside, the dwarven crew, under the captain's direction, continue their work in sleet and wind to pull the ship off the immediate rocks. The harpies remain absent.
Molo continues his ten-minute ritual from the deck...
Dain, for want of anything more constructive to do, will lend his strength to the work of the dwarven sailors in trying to pull the ship off the rocks. His maul is never far away and he's keeping half an eye and ear on the rest of the party, ready to rush to their aid should a fight errupt.
This post has potentially manipulated dice roll results.
History: 6 OctoFin doesn’t get too close, and definitely does not follow the harpoonists. The octopus will inspect where the two ships have collided to try to allow Fianna to guesstimate the best place to focus a Shatter - if needed - to not damage their own ship but hopefully loosen it from the other…
Exiting the hold, Octofin examines the collision area. The forward port side of the Soul of Winter has ridden up onto rotten deck on the starboard side of this huge submerged wreck, driving the Soul to starboard and onto the rocks of this foul, barren islet. The wind is from the southeast - away from the island - but the ship is trapped and the swells large and chaotic.
If the ship could be pushed astern, with the aid of the sails it might be maneuvered backward, out of the wedge.
If the stern of the wreck were destroyed, the vessel could possibly be sailed clear over the wreck.
Or, ponders the captain, the best scenario would be a combination - blasting the part of the wreck (the starboard side toward the stern) and then pushing the Soul backward.
Molo, sitting on the deck, continues his ritual. Dain has climbed off the vessel to help the dwarves from the rocky shore. Fianna looks over the port rails toward her familiar. Katernin and Kelnan remain on deck, together with the captain and a couple of crew. The harpoonists continue their absence. The sleet continues to swirl, the dwarven crew to shout, the waves to pound.
It happens at once. Three of the huge harpoon-wielding creatures surface from behind the far side of the sunken wreck. Two, including the one-eyed one, surface from near the stern of the Soul of Winter. They have harpoons drawn and appear to be preparing to throw them.
Stealth rolls: 14, 13, 14 and 5, 19.
Their attempt at stealth is a little sloppy, but the sternmost duo take some by surprise.
The two nearest harpoonists launch their tethered missiles, having surprised their two prey: One-eye vs. the captain: 26 Hit: 14 piercing damage. Second sneaky harpoonist vs. Fianna: 12 Hit: 14 piercing damage.
The three distant harpoonists launch their harpoons, long-distance: #3 vs the ship: 21 Hit: 9 piercing damage. #4 vs the ship: 11 Hit: 9 piercing damage. #5 vs the ship: 15 Hit: 9 piercing damage.
Both the captain and (correct me if I'm wrong) Fianna are struck. In addition to the piercing damage, they each must succeed in a Strength contest roll or be pulled into the ocean.
One eye:6 vs. Captain:16 Harpoonist #2: 19 vs. Fianna: _____ (go ahead and roll!)
This post has potentially manipulated dice roll results.
Fianna actually first pull the harpoon out of her midsection and tries not to scream all he oxygen out as she does so. She then uses her Telekinetic feat to shove the harpoonist 5' away (DC 17 Str save to not be pushed) from her... Fianna will then swim up to the surface (if she can get that far) and west along the ship to put some distance between her and these creatures, before turning and casting Eldritch Blast at the one-eyed one dragging the captain away...
Eldritch Blast Attack: 22 Damage: 11
Eldritch Blast Attack: 8 Damage: 8
If we've had a long or short rest since harpies (I'm unsure and about to turn in for the night...) then Fianna will use her Favored by the Gods feature to add 4 to the first Eldritch Blast attack roll... If no rest, then original rolls are as they are.
This post has potentially manipulated dice roll results.
Kelnan
Cursing loudly in Elvish about ships and sea travel, Kelnan draws together a great Fireball and launches it into the area between the harpoonists. (should be able to catch 3 at least)
This post has potentially manipulated dice roll results.
Fianna wrenches the harpoon out, and attempts to magically shove the creature away from her. Strength save: 24
Succeeding, she then backs away, swimming west 15 feet along the hull, before firing a pair of violet beams of crackling energy at the captain's attacker, one of which hits.
Kelnan launches a bright ball of flame at three of the creatures (the two rightmost far ones - we'll call them #4 and #5) as well as Fianna's attacker (#2). (One-eye is too close to the captain for Kelnan to attempt to include him.) #2 DC15 Dex Save: 8 #4 DC15 Dex Save: 11 #5 DC15 Dex Save: 16
The two distant harpoonists are badly seared; the near one lesser so. The water boils momentarily, the sleet hissing, the smell of burnt fish fills the air.
The captain pulls his blade out of the water and makes two deft slashes at his one-eyed captor: Sword attack #1: 21 Hit: 6 slashing damage Sword attack #2: 6 Hit: 6 slashing damage
This post has potentially manipulated dice roll results.
Katernin eyes glow with golden light, wings returning as she takes to the air to help the Captain and Fianna. In the moments before take off, she's joined by the ever familiar shimmering vine. She passes by Fianna for the moment, rocketing to the Captain. Her spiritual vine lashes out at it.
Action: Activate Radiant Soul (I don't think i've used it yet this long rest, please correct me if I'm wrong)
Movement: 30 feet towards the Captain, flying (Not sure how much movement up I'd need to go for flying)
Bonus Action: Cast Spiritual Weapon, have it attack the creature that got the Captain. Attack: 13 Damage: 10
Katernin transforms and takes flight, gaining glimmering eyes and two incorporeal wings. She also gains her floating, spectral vine, which successfully lashes the one-eyed menace as she floats nearly above it. It is showing its wounds, but still has plenty of fight left in it.
Octofin watches as the creatures vanish down the hallway to the east, and disappear.
Everyone, now appraised of the situation by Fianna, may act. Initiative is paused.
Do we have any idea how long it would take the captain to get the ship underway if we did manage to loosen it from the sunken ship? Or if he even could without further repairs? If we could do a big magical shatter or two and get underway immediately, that may be ideal. We don't know if they have retreated to let us go about our business or to go and get reinforcements...
Can Molo attempt to cast Clairvoyance to see where these boogers went in there and what’s in there?
Paladin - warforged - orange
Freeing the ship would allow the captain - hopefully - to retreat into nearby deeper waters, but not much further. Significant repairs will be necessary before it can be fully seaworthy for travel. They will need to anchor nearby once they untangle the ship from this mess.
Molo begins to cast his ritual from the heaving deck.
Kelnan
"Statue's definitely magical. And whatever is down there hasn't come to bother us despite knowing they have company. My guess is they're more interested in what they've got in that wreck than us. So if we're going to blow it up, be ready for a fight."
Fianna would hurriedly suggest we have the captain get prepared to move the ship in case we need to do reckless "booms" to separate the ship mid-battle. Meanwhile we can allow Molo to continue his ritual, allow OctoFin to delve deeper and examine the statue, and discuss the best locations to Shatter or other spells so as to separate the two ships with the least amount of damage...
All while keeping an eye out for more swimming harpoonists, of course.
Octofin dives deeper into the hold. Broken crates and barrels that once held food and water litter the floor, together with sand and debris from years in the ocean.
The 25-foot-tall marble statue is laid horizontally and attached to the floor with rusty chains. Fianna may make a History or Religion check to try to identify it. It is partially covered by barnacles and growing seaweed.
The huge, menacing harpoonists have vanished down the dark hallway - bisected by the base of a rotting mast - to the east. Two hatches are open on either side of the corridor.
Outside, the dwarven crew, under the captain's direction, continue their work in sleet and wind to pull the ship off the immediate rocks. The harpies remain absent.
Molo continues his ten-minute ritual from the deck...
Dain, for want of anything more constructive to do, will lend his strength to the work of the dwarven sailors in trying to pull the ship off the rocks. His maul is never far away and he's keeping half an eye and ear on the rest of the party, ready to rush to their aid should a fight errupt.
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History: 6
OctoFin doesn’t get too close, and definitely does not follow the harpoonists. The octopus will inspect where the two ships have collided to try to allow Fianna to guesstimate the best place to focus a Shatter - if needed - to not damage their own ship but hopefully loosen it from the other…
Exiting the hold, Octofin examines the collision area. The forward port side of the Soul of Winter has ridden up onto rotten deck on the starboard side of this huge submerged wreck, driving the Soul to starboard and onto the rocks of this foul, barren islet. The wind is from the southeast - away from the island - but the ship is trapped and the swells large and chaotic.
If the ship could be pushed astern, with the aid of the sails it might be maneuvered backward, out of the wedge.
If the stern of the wreck were destroyed, the vessel could possibly be sailed clear over the wreck.
Or, ponders the captain, the best scenario would be a combination - blasting the part of the wreck (the starboard side toward the stern) and then pushing the Soul backward.
Molo, sitting on the deck, continues his ritual. Dain has climbed off the vessel to help the dwarves from the rocky shore. Fianna looks over the port rails toward her familiar. Katernin and Kelnan remain on deck, together with the captain and a couple of crew. The harpoonists continue their absence. The sleet continues to swirl, the dwarven crew to shout, the waves to pound.
It happens at once.
Three of the huge harpoon-wielding creatures surface from behind the far side of the sunken wreck.
Two, including the one-eyed one, surface from near the stern of the Soul of Winter. They have harpoons drawn and appear to be preparing to throw them.
Stealth rolls: 14, 13, 14 and 5, 19.
Their attempt at stealth is a little sloppy, but the sternmost duo take some by surprise.
Initiative:
Harpoonist trio afar - 17
Harpoonist duo stern - 2
Fianna: 11
Katernin: 18
Kelnan: 6
Molo: 8
Dain: 4
Captain: 19
Crew: 14
The two nearest harpoonists launch their tethered missiles, having surprised their two prey:
One-eye vs. the captain: 26 Hit: 14 piercing damage.
Second sneaky harpoonist vs. Fianna: 12 Hit: 14 piercing damage.
The three distant harpoonists launch their harpoons, long-distance:
#3 vs the ship: 21 Hit: 9 piercing damage.
#4 vs the ship: 11 Hit: 9 piercing damage.
#5 vs the ship: 15 Hit: 9 piercing damage.
Both the captain and (correct me if I'm wrong) Fianna are struck. In addition to the piercing damage, they each must succeed in a Strength contest roll or be pulled into the ocean.
One eye:6 vs. Captain:16
Harpoonist #2: 19 vs. Fianna: _____ (go ahead and roll!)
Fianna is hit... Fianna Str roll: 12
...Fianna is all wet.
The captain, who suffered a serious wound by the deadly harpoon, is pulled into the ocean, as is Fianna.
(Forgot the distance disadvantage rolls for the far harpoonists: 22 13 7 )
Two of the distant harpoons sink into the hull; the massive creatures are trying to haul in, tip over, or restrain the ship somwhow.
Everyone may act. Molo's ritual was incomplete when the attack occurred.
Fianna actually first pull the harpoon out of her midsection and tries not to scream all he oxygen out as she does so. She then uses her Telekinetic feat to shove the harpoonist 5' away (DC 17 Str save to not be pushed) from her... Fianna will then swim up to the surface (if she can get that far) and west along the ship to put some distance between her and these creatures, before turning and casting Eldritch Blast at the one-eyed one dragging the captain away...
Eldritch Blast Attack: 22 Damage: 11
Eldritch Blast Attack: 8 Damage: 8
If we've had a long or short rest since harpies (I'm unsure and about to turn in for the night...) then Fianna will use her Favored by the Gods feature to add 4 to the first Eldritch Blast attack roll... If no rest, then original rolls are as they are.
Kelnan
Cursing loudly in Elvish about ships and sea travel, Kelnan draws together a great Fireball and launches it into the area between the harpoonists. (should be able to catch 3 at least)
29 fire damage, DC 15 Dex save for half
Fianna wrenches the harpoon out, and attempts to magically shove the creature away from her. Strength save: 24
Succeeding, she then backs away, swimming west 15 feet along the hull, before firing a pair of violet beams of crackling energy at the captain's attacker, one of which hits.
Kelnan launches a bright ball of flame at three of the creatures (the two rightmost far ones - we'll call them #4 and #5) as well as Fianna's attacker (#2). (One-eye is too close to the captain for Kelnan to attempt to include him.)
#2 DC15 Dex Save: 8
#4 DC15 Dex Save: 11
#5 DC15 Dex Save: 16
The two distant harpoonists are badly seared; the near one lesser so. The water boils momentarily, the sleet hissing, the smell of burnt fish fills the air.
The captain pulls his blade out of the water and makes two deft slashes at his one-eyed captor:
Sword attack #1: 21 Hit: 6 slashing damage
Sword attack #2: 6 Hit: 6 slashing damage
Both hit, but this thing is impressively tough.
Katernin eyes glow with golden light, wings returning as she takes to the air to help the Captain and Fianna. In the moments before take off, she's joined by the ever familiar shimmering vine. She passes by Fianna for the moment, rocketing to the Captain. Her spiritual vine lashes out at it.
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Katernin transforms and takes flight, gaining glimmering eyes and two incorporeal wings. She also gains her floating, spectral vine, which successfully lashes the one-eyed menace as she floats nearly above it. It is showing its wounds, but still has plenty of fight left in it.
Dain and Molo may act next.