With one more Harpy down, Io sends his spinning whirlwind of sickles at the Harpy5 that's carrying a sailor away. He then sends out another wave of psychic, deafening tollling.
BA: Spiritual Weapon attack VS Harpy5: 14 (Dis: 20) Dmg: 11 Force
Action: Toll the Dead on Harpy 5: WIS14 or take: 2 Necrotic (5 If undamaged) Reaper: If there is another Harpy within 5ft of Harpy5, they are also affected by Toll the Dead.
This post has potentially manipulated dice roll results.
Kassiopeia will move her scythe (spiritual weapon) to the closest Harpy and strike again:
BA - Attack: 10 - potential damage: 10
A - Sacred Flame the same Harpy if it is still alive: DEX save DC14 - potential damage: 3
Kassiopeia will also try to figure out in which direction the harpies are flying, since they have already gotten away with some of their crew and she does not intend to abandon them.
Xerronios curses at his ill fortune. Clearly he'd chosen at random a harpy with a very strong will. Maybe he'd have better luck with something more mundane. Pulling out his bow he set an arrow, pulled, and loosed, aiming at the harpy carrying one of the sailors.
Short Bow: Attack: 19 Damage: Unable to parse dice roll.
Io Harpy 5 falls out of the air, the shards biting into her, then the tolling of the bell finishing her off.
Ritha Ritha sends a bolt at another of the retreating harpies, barely missing it.
Kassiopeia Sends her spiritual weapon at a harpy, but cannot see it clearly enough to make the weapon connect. The gout of flame she places in front of that harpy hits though, sending yet another harpy flutterint down to float, lifelessly, on the sea below.
Xerronios Switches up and tries a more mundane weapon attack. His arrow does not hit the target though, slicing through the storm to disappear into the distance.
Kanlos Sends an arrow at the last retreating harpy, hitting it in the heart and sending it to a watery grave.
As unnaturally fast as the storm came up, it ends, the ship plowing through the trailing swirls of rain and cloud, and into peaceful water beyond. In the distance you see the three harpies that got away, each carrying the form of a sailor in their talons. They are flying for the higher spires of the island.
The harpies are more than 500 feet away, and soaring upward. They are out of range of most spells and not even the fast familiars will catch them before they disappear into the pillars.
You have a much more immediate issue though, the island has gotten a lot closer as you traveled through the storm. Gnorcys and her officers are scrabbling to bring her about, and not risk her on the sharp rocks surrounding the island itself.
"I can create a Gust of Wind to fill the sails and push the boat away from the island!" Ritha shouts to Gnorcys, pointing at the sails. (Which she will do if Gnorcys takes her up on that offer)
This post has potentially manipulated dice roll results.
Kanlos moves towards the bow, but out of the way of the sailors, and starts looking for rocks, calling out any he sees and their locations as quickly as possible.
"Do it!" Gnorcys calls to Ritha. As soon as the sails fill with air, and the helmsman is able to steer the ship around, thanks to the uplifting words from the bard, the ship manages to make a sharp turn, evading the rocks that Canlos calls out with deft skill. Soon the ship is sailing at an angle away from the island.
"If you want off, best be getting in the rowboat now." Gnorcys calls out, the rowboat getting lowered to the water even as she speaks. Soon the group finds themselves in a small rowboat, needing to work to evade the rocks themselves, as the ship sails on at an angle away from the island. "Get my crew back!" Gnorcys calls back to them as the ship continues away.
Ritha does her best to swim alongside the boat, guiding it between the rocks towards the shore. "Did anyone see what direction they took the sailors?" Ritha asks as she surfaces, pointing at the clearest path to the shore. "It'll be a bit difficult to track something that flies, after all. But perhaps we can get a good bead on the direction we have to hike once we land."
Kanlos nods, "They appeared to be heading towards the central spires of the island. But as much as we'd like to rescue the crew, we shouldn't hurry too quickly. I'd hate to rush into any traps they might have set, knowing we'd follow."
Io sits rowing on the rowboat and agrees with Kanolos, "Agreed. We should give chase but do so cautiously. Besides, we don't know what kind of beasts inhabit the island."
He would use the oars of the boat to carefully move the boat around to avoid the rocks.
This post has potentially manipulated dice roll results.
"I agree...we do our best to rescue the sailors but we don't be stupid about it." Aside from sharing from his opinion he kept his eyes open, having little real experience with a boat.
Also forgot to mention: Io will say a short Prayer to Athreos for strength to overcome this trail. Using Guidance to give a check made to navigate the boat safely to the island 1d4.
The only place to make land is near the southeast side of the island—at a natural bay. The rest of the island’s shores are impossible to land on due to the jagged rock formations.
At the southeast side of the island is a natural bay where ships find themselves after emerging from the surrounding stormy seas. Sharp rocks, uneven seabed, and long lost flotsam ensure that no vessel that enters ever leaves unscathed.
Whomever is navigating, please give me a watercraft check, you have guidance from Io,and someone profficient in water vehicles can give the help action.
This post has potentially manipulated dice roll results.
Xerronios will take a stab if we don't have anyone with actual watercraft proficiency. He's got the Jack-of-all-Trades bard thing. It's better than nothing. If that doesn't apply to vehicles, please disregard.
(Just so you know, nat 20s only have special properties in death saves and attack rolls, otherwise they are just a 20, nothing else.)
With that said the navigation of the rowboat to the shore of the bay is done with quite some skill, you are able to steer around the worst hazards and get to the shore without a single bit of damage to the small boat. Good job.
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With one more Harpy down, Io sends his spinning whirlwind of sickles at the Harpy5 that's carrying a sailor away. He then sends out another wave of psychic, deafening tollling.
BA: Spiritual Weapon attack VS Harpy5: 14 (Dis: 20) Dmg: 11 Force
Action: Toll the Dead on Harpy 5: WIS14 or take: 2 Necrotic (5 If undamaged)
Reaper: If there is another Harpy within 5ft of Harpy5, they are also affected by Toll the Dead.
Ritha aims her crossbow at the harpy trying to carry the sailor away:
Attack (with disadvantage and bless): 12
Damage: 13
Kassiopeia will move her scythe (spiritual weapon) to the closest Harpy and strike again:
BA - Attack: 10 - potential damage: 10
A - Sacred Flame the same Harpy if it is still alive: DEX save DC14 - potential damage: 3
Kassiopeia will also try to figure out in which direction the harpies are flying, since they have already gotten away with some of their crew and she does not intend to abandon them.
Xerronios curses at his ill fortune. Clearly he'd chosen at random a harpy with a very strong will. Maybe he'd have better luck with something more mundane. Pulling out his bow he set an arrow, pulled, and loosed, aiming at the harpy carrying one of the sailors.
Short Bow: Attack: 19 Damage: Unable to parse dice roll.
Tandor the White, Human Life Cleric
Kanlos steadies himself on the ship again before taking aim at the remaining harpy carrying a sailor, or another if that one's down.
Attack: 15 + Bless 1/9+7 sneak attack if applicable.
Io
Harpy 5 falls out of the air, the shards biting into her, then the tolling of the bell finishing her off.
Ritha
Ritha sends a bolt at another of the retreating harpies, barely missing it.
Kassiopeia
Sends her spiritual weapon at a harpy, but cannot see it clearly enough to make the weapon connect. The gout of flame she places in front of that harpy hits though, sending yet another harpy flutterint down to float, lifelessly, on the sea below.
Xerronios
Switches up and tries a more mundane weapon attack. His arrow does not hit the target though, slicing through the storm to disappear into the distance.
Kanlos
Sends an arrow at the last retreating harpy, hitting it in the heart and sending it to a watery grave.
As unnaturally fast as the storm came up, it ends, the ship plowing through the trailing swirls of rain and cloud, and into peaceful water beyond. In the distance you see the three harpies that got away, each carrying the form of a sailor in their talons. They are flying for the higher spires of the island.
The harpies are more than 500 feet away, and soaring upward. They are out of range of most spells and not even the fast familiars will catch them before they disappear into the pillars.
You have a much more immediate issue though, the island has gotten a lot closer as you traveled through the storm. Gnorcys and her officers are scrabbling to bring her about, and not risk her on the sharp rocks surrounding the island itself.
"I can create a Gust of Wind to fill the sails and push the boat away from the island!" Ritha shouts to Gnorcys, pointing at the sails. (Which she will do if Gnorcys takes her up on that offer)
Xerronios turns to the helmsman singing to give the struggling sailor confidence and inspiration, then does the same for the captain.
ooc: Bardic Inspiration, 2 uses.
Tandor the White, Human Life Cleric
Kanlos moves towards the bow, but out of the way of the sailors, and starts looking for rocks, calling out any he sees and their locations as quickly as possible.
Perception: 21
"Do it!" Gnorcys calls to Ritha. As soon as the sails fill with air, and the helmsman is able to steer the ship around, thanks to the uplifting words from the bard, the ship manages to make a sharp turn, evading the rocks that Canlos calls out with deft skill. Soon the ship is sailing at an angle away from the island.
"If you want off, best be getting in the rowboat now." Gnorcys calls out, the rowboat getting lowered to the water even as she speaks. Soon the group finds themselves in a small rowboat, needing to work to evade the rocks themselves, as the ship sails on at an angle away from the island. "Get my crew back!" Gnorcys calls back to them as the ship continues away.
What do you do now?
Ritha does her best to swim alongside the boat, guiding it between the rocks towards the shore. "Did anyone see what direction they took the sailors?" Ritha asks as she surfaces, pointing at the clearest path to the shore. "It'll be a bit difficult to track something that flies, after all. But perhaps we can get a good bead on the direction we have to hike once we land."
Kanlos nods, "They appeared to be heading towards the central spires of the island. But as much as we'd like to rescue the crew, we shouldn't hurry too quickly. I'd hate to rush into any traps they might have set, knowing we'd follow."
Io sits rowing on the rowboat and agrees with Kanolos, "Agreed. We should give chase but do so cautiously. Besides, we don't know what kind of beasts inhabit the island."
He would use the oars of the boat to carefully move the boat around to avoid the rocks.
"I agree...we do our best to rescue the sailors but we don't be stupid about it." Aside from sharing from his opinion he kept his eyes open, having little real experience with a boat.
Perception 25
Tandor the White, Human Life Cleric
Also forgot to mention: Io will say a short Prayer to Athreos for strength to overcome this trail. Using Guidance to give a check made to navigate the boat safely to the island 1d4.
The only place to make land is near the southeast side of the island—at a natural bay. The rest of the island’s shores are impossible to land on due to the jagged rock formations.
At the southeast side of the island is a natural bay where ships find themselves after emerging from the surrounding stormy seas. Sharp rocks, uneven seabed, and long lost flotsam ensure that no vessel that enters ever leaves unscathed.
Whomever is navigating, please give me a watercraft check, you have guidance from Io,and someone profficient in water vehicles can give the help action.
Kanlos is familiar with land vehicles, but is still unused to the sea and will let the more experienced people take the lead.
Xerronios will take a stab if we don't have anyone with actual watercraft proficiency. He's got the Jack-of-all-Trades bard thing. It's better than nothing. If that doesn't apply to vehicles, please disregard.
Watercraft: 18
OK...good time for a nat 20 :)
Tandor the White, Human Life Cleric
Lol.
(Just so you know, nat 20s only have special properties in death saves and attack rolls, otherwise they are just a 20, nothing else.)
With that said the navigation of the rowboat to the shore of the bay is done with quite some skill, you are able to steer around the worst hazards and get to the shore without a single bit of damage to the small boat. Good job.