The storm continued to rage forth for several days as the crew continued to work in shifts keeping the 100-foot galley moving towards their destination. During the day, the sun was all but invisible behind the storm. At night, the moon remained obscured, providing no light but for the few secured lanterns on the deck that were protected from the water by thick glass panes. The boat heaved and tossed in the rising swell and the captain during the day, or Herondi at night, struggled to maintain their grip on the wheel. The captains years of sailing experience shone through as he smiled through the storm.
By the second night, the rain drops were whipping down like crystal shards, pelting anyone on deck. The crew had all wrapped themselves in heavy canvas cloaks, tar stained as were the rest of their clothes to keep the water from weighing them down. Lightning crackles in the distance, sending a flash of blinding light across the darkened sky. On a particularly high wave, one of the rigging ropes snaps. The sound echoes throughout the entire boat, top and bottom decks. A middle-aged Elven boatman finds himself caught near the rigging as the end of the rope slams into his chest, whipping him with all the coiled tension of the storm. He sails through the air over the railing into the murky depths of the sea.
Two nearby sailors pull up whistles from beneath their cloaks. They blow two long hard shrieks as another sailor grabs a round ring buoy lashed to a long rope and tosses it to where the Elf was seen entering the water. All the available crew scrambles over to help, searching for him to surface, all the while calling for Duah to whistle his position.
As they work to find and pull Duah back aboard, another set of sharp whistles, long, short, long, short, can be heard from the crowsnest. Anyone on deck hears the dreaded phrase "shapes in the water, forward on the port side, approaching fast."
Lattimer grits his teeth - he was fortunate enough to be saved by the railing from being tossed overboard, but Duah was not. The precarity of his situation is not lost on him. "The sea's whimsy is specially fickle today. Let's not let it claim a life before it's due!" Lattimer grabs another buoy and secures it around himself, before passing the rope to sailors to keep secure. "Carric, eyes - where's Duah at? And - someone grab those loafers from below deck, eh? Could use some magics 'bout now!" Lattimer prepares to jump in and swim like hell toward the area Carric indicates.
OOC: please advise on relevant checks I should make.
((oh yeah sorry for just assuming a perception check, also ooc lattimer I've got a quick way of getting back on the ship if I go nvm, I have a slightly faster way to get back))
(No worries about the assumed rolls, as sometimes I forget when I am adding the base description. Appropriate rolls here would include: Perception to look for the sailor; Perception to see the shape in the water; Sleight of Hand to secure the snapped rigging; Athletics (if you really want to try to swim in the stormy water); Acrobatics to climb the mast up to the crowsnest. If you feel there is an ability check that makes sense to the situation, feel free to bring it up. If it doesn't fit, I'll mention why and then we can bypass the roll.)
(Also - there was an inquiry as to where people were. So I made a map. I like maps.)
The Dawn Roger:
The Forecastle (containing a ballista and 10 pieces of ammunition. In front of it the ship has a figurehead of a curled dragon snout. The railing is three feet high.)
The Quarterdeck (also with a ballista, 10 pieces of ammunition, and a three foot high railing. The ship's wheel is at the aft of the deck.)
The Main Deck (containing two mangonels with 10 stones each for ammunition. The three foot high railing continues here. There is a hatch to the lower deck and four (not shown) rowboats stacked on the deck.)
Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.
This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.
Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings.
The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.
Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.
Four benches line the walls of this room, each with a hole carved in it housing a chamber pot.
This cabin is meant for guests and visiting high-ranking officials along for the journey.
The second cabin is empty. Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.
This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
The ships armory is locked. It houses the ships supply of weapons and armor. Its walls are fitted with built-in weapon and armor racks.
This post has potentially manipulated dice roll results.
(OOC: assuming Wyldfyre was able to speak with someone aboard on her first day...)
Tired of her bunk, Wyldfyre wanders the lower deck trying to keep occupied as well as stay out of the way. When the whistle sounds for man overboard, she cringes, but not having the aptitude or spells to help, she stays below. However, the alarm whistle has her stripping down to bare essentials and sprinting for the stairs up to the main deck. Combining speed and safety once on deck, she heads over to the men looking off the port bow to see if she can locate the danger and assist in any way.
Snigbovlin heard the thunderous sound and was already moving he heard the unusual sound whistles and of running feet from above. He heads toward the deck, but stops in his tracks when he takes in the scene. Someone overboard, and something in the water they say. So much for an auspicious start! They would barely see me if I fell in! He turns around and goes to the cabin where he retrieves a rope which he ties carefully around his waist. Making sure his other equipment is stowed securely in the box, he returns to the deck door, and ventures briefly onto the deck, trying to find a safe place to tie himself to.
If he is in time, he will touch the ring buoy before it is thrown into the water (( he would do this the first time he came of deck, if the opportunity presented -- calling out to the sailors with the buoy to bring it to him)), causing it to emit a small amount of light (5'+5'), hoping it will make it more visible to the man in the water, and allow others to see if the sailor is nearby. If there are other such buoys, he will do the same to each of them (3 in total), but leave it to others to throw them if desired.
When he has done what he can he will tie his rope to something near the door, and try to keep out of the way of people who know what they are doing. He will, if possible, try to see the shapes in the water, and possible the sailor, seemingly using a small protractor to determine distances and angles. I don't even know what I am looking for. But everyone seems to be doing it!
As he hears the whistles and shouts of alarm coming from above,he groggily rises to his ' and grabs his lute. He stumbles his way onto the deck of the ship and peers around into the darkness, looking for the dark shapes he heard of.The
After lunch, she thanks the cook and heads back up to deck until she finds an opportunity to approach the captain or first mate about how she should use her skills in case of trouble. "I will not EVER be helpless again," she reminds herself.
With the captain busy at the ships wheel most of the day, Wyldfyre is able to take the dwarven first mate aside for a moment. "Ai, lassie, there a few thing you can do ta help," he tells her, all the while keeping his eyes on the movements of the sailors behind her. "If ye can tie a knot and hold the weight, you can assist the young'uns there with the ships riggings. Otherwise, you can always take a shift in the crows nest. Unless ye be afraid o' heights," he laughs bruskly. "Of course, the biggest thing is should we e're be attacked on our journey, we'll be expectin' you and the other adventurers to help repel any boarders. You won't be much good to the liege lord if ye can't even make it to landfall."
This post has potentially manipulated dice roll results.
Carric - Perception 21
Surveying the port (right) side of the ship, Carric is able to spot the Elven sailor, Duah, flailing in the choppy water. The nearby crew secure Lattimer to a rope and buoy, glowing from Snigbovlin's light spell, as he prepares to dive in to the rescue.
Lattimer - Athletics 9
Hearing the call from Carric as to the location of the overboard sailor, Lattimer has a pair of crewmembers secure him via rope to the ship. Entwining a buoy with him, he dives into the water. The fierce waves knock him off his course and he struggles to get within near enough distance of Duah. Duah, for his part, attempts to swim towards his rescuer, guided by the buoy's light: Athletics 21
Wyldfyre - DEX 10, Perception 8
The wind and rain assailing her face, Wyldfyre slides across deck. She manages to keep her footing, but is unable to see far past the rails of the boat. Nearby to her, towards the aft of the ships main deck, Carric and Lattimer are working to bring aboard a crewman who was knocked into the water.
Snigbovlin - Perception 13 + Guidance 3 = 16
His belongings secured in the chest below deck, Snigbovlin manages to tie the rope about his waist to part of the hull near the stairs to the quarterdeck. His light spell creates a soft glow that emanates from the buoy. The sailors, appreciative of the extra light, provide the buoy to Lattimer in his attempt to rescue the overboard crewman. He does the same to the other two buoys on the port side of the ship.
Gazing over the side of the boat where Wyldfyre and Natton have gathered, he peers out towards the figure in the water.
He sees a vaguely humanoid figure. It's green skin is covered in fins on its arms and its back. The creature uses the powerful movement of the waves to accelerate its own speed as it approaches the boat. Every few seconds the creature emerges from the water, breaking out and showing a flat green face with small fins protecting the gills on its neck. Sharp teeth rowed like that of a shark reveal themselves as the creature howls into the air before diving back down underwater, the sound lost in the echoes of the wind. As Snigbovlin watches, he can see at least two more of the creatures coming up behind it as well.
Natton - Perception 7
Natton emerges from the hatch below deck to a pelting, furious rain storm. Water floods his vision as he looks out over the side of the ship, but he cannot make out what the crew is frantic about.
Not seeing anything himself, Natton backs up against a wall for support. Mopping the water from his face with his free hand, he mutters an arcane phrase and casts Prestidigitation three times. The first, he warms his clothing and it will stay warm for an hour. Second, he tries to make his lute repel the rain so it won't get damaged by the wet. Third, he warms the clothing of one of the crewmates as they hurry by. After his bout of magic, he shouts over the thunder and crashing waves, "Does anyone have visual on those shapes in the water?"
This post has potentially manipulated dice roll results.
Wyldfyre holds onto the railing with her left hand and hastily pushes her hair back out of her face with her right and looks toward where Snigbovlin is pointing.
If possible, she will then extend her right hand palm outward and utters 'Fulmen Ignem' to send a Fire Bolt at any target she sees. Attack: Attack: 21 Damage: 7
This post has potentially manipulated dice roll results.
Lattimer, for his part, is struggling too much in the water to make much of the shouts of alarms on figures in the water. He focuses on rescuing Duah, trying to rely on the light from the spell to get a visual, then swimming towards the sailor.
Carric hears the call out of creatures in the water, and reaches for his rapier instinctually, before looking at the rope tied to Lattimer and the fallen sailor. He rushes over to the rope, and tries to round a few crewmen up to help bring the line in once Lattimer gets ahold of the sailor ((Idk if I can just give Lattimer advantage, or if I need to make checks myself))
The creatures ignore Snigbovlin's call to them as they approach. Now four shapes begin a rapid approach towards them. One of the shapes disappears in an eruption of water as Wyldfyre's firebolt strikes the surface of the waves. It is hard to tell through all the rain what damage was caused, but something was definitely struck. As the webbed figures reach the base of the ship, three gray fins emerge and begin circling around the Dawn Roger. A passing crewman responds to Natton, "we see them, not uncommon in these waters. Though the storm gives them courage."
At the port side of the boat, the overboard sailor begins to panic as he grasps onto Lattimer and the ring buoy. Several of the other crew begin cheering and calling to him from the rail as they pull the two back aboard. The captain, leaving the helm to Herondi, gallantly draws his longsword and calls out to the crew, "man battle stations. Uncover the ballista's and prepare to repel boarders. We have Merm's approaching!" The remaining crew cheers as they draw their weapons. Heavy canvas is pulled from a ballista at the forecastle and a second from the quarterdeck in front of the ships wheel. The sailors rush to load long arrows into the weapons as they scan the water for further enemies.
(The ships main deck is 15 ft. above the water line. The forecastle and quarterdeck are 5 ft. above that. One of the creatures is climbing the port side where the stairs to the forecastle are, the other is doing the same from the starboard side. Please give an initiative roll with your response action. Attacks against creatures in the water are at disadvantage from the storm obscuring vision, so provide two rolls with any attack.)
(Lattimer will have advantage on his climb check to get back onto his boat due to Carric's assistance - it will be part of his move action, though Lattimer will be considered restrained for any other action other than climbing until Duah is safely aboard. It will require 30 ft. of movement to get from the waterline to the main deck through climbing.)
Heading the call to arms, Natton stumbles over to the side of the boat and looks over the side. He grips the railing tightly so he doesn't fall over. After scanning the roiling waters, he finally spots one of the fins in the water. He focuses on on it and relaxes his mental bindings just a tad. A cacophony of whispers and voices fill that creature's mind, assaulting its mentality.
Natton casts Dissonant Whispers. DC 14 Wisdom Saving Throw or take 9 psychic damage. If it fails, it must use its action to move away from Natton. It takes half damage on a successful save.
This post has potentially manipulated dice roll results.
Wyldfyre lowers herself behind the railing to be secure, holding on with her left arm, peering over the edge. Spying the creature climbing the port side, she again reaches out with her right arm, fingers spread, palm facing the creature, 'Fulmen Ignem' she mutters, as another Fire Bolt hurtles from her palm. Attack: 12 Damage: 10 .
Initiative: 19
OOC: I did not roll disadvantage since this one is out of the water on the side of the ship. If I need to change it, just let me know.
Snigbovlin's knuckles go white with one hand holding the railing in mortal fear of falling overboard, despite the rope, and the other hand grasping his dagger, making it look more like a short sword in comparison to his small frame. No bow. "Would be soaked anyway" he says.
He waits resolutely beside the railing, planning to attack anything that appears nearby.
The storm continued to rage forth for several days as the crew continued to work in shifts keeping the 100-foot galley moving towards their destination. During the day, the sun was all but invisible behind the storm. At night, the moon remained obscured, providing no light but for the few secured lanterns on the deck that were protected from the water by thick glass panes. The boat heaved and tossed in the rising swell and the captain during the day, or Herondi at night, struggled to maintain their grip on the wheel. The captains years of sailing experience shone through as he smiled through the storm.
By the second night, the rain drops were whipping down like crystal shards, pelting anyone on deck. The crew had all wrapped themselves in heavy canvas cloaks, tar stained as were the rest of their clothes to keep the water from weighing them down. Lightning crackles in the distance, sending a flash of blinding light across the darkened sky. On a particularly high wave, one of the rigging ropes snaps. The sound echoes throughout the entire boat, top and bottom decks. A middle-aged Elven boatman finds himself caught near the rigging as the end of the rope slams into his chest, whipping him with all the coiled tension of the storm. He sails through the air over the railing into the murky depths of the sea.
Two nearby sailors pull up whistles from beneath their cloaks. They blow two long hard shrieks as another sailor grabs a round ring buoy lashed to a long rope and tosses it to where the Elf was seen entering the water. All the available crew scrambles over to help, searching for him to surface, all the while calling for Duah to whistle his position.
As they work to find and pull Duah back aboard, another set of sharp whistles, long, short, long, short, can be heard from the crowsnest. Anyone on deck hears the dreaded phrase "shapes in the water, forward on the port side, approaching fast."
Carric, who was on the deck attempting to help at the time, runs to the side of the boat and scans for the lost fisherman (( perception 21 ))
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
Lattimer grits his teeth - he was fortunate enough to be saved by the railing from being tossed overboard, but Duah was not. The precarity of his situation is not lost on him. "The sea's whimsy is specially fickle today. Let's not let it claim a life before it's due!" Lattimer grabs another buoy and secures it around himself, before passing the rope to sailors to keep secure. "Carric, eyes - where's Duah at? And - someone grab those loafers from below deck, eh? Could use some magics 'bout now!" Lattimer prepares to jump in and swim like hell toward the area Carric indicates.
OOC: please advise on relevant checks I should make.
((oh yeah sorry for just assuming a perception check, also
ooc lattimer I've got a quick way of getting back on the ship if I gonvm, I have a slightly faster way to get back))Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
(No worries about the assumed rolls, as sometimes I forget when I am adding the base description. Appropriate rolls here would include: Perception to look for the sailor; Perception to see the shape in the water; Sleight of Hand to secure the snapped rigging; Athletics (if you really want to try to swim in the stormy water); Acrobatics to climb the mast up to the crowsnest. If you feel there is an ability check that makes sense to the situation, feel free to bring it up. If it doesn't fit, I'll mention why and then we can bypass the roll.)
(Also - there was an inquiry as to where people were. So I made a map. I like maps.)
The Dawn Roger:
The ships armory is locked. It houses the ships supply of weapons and armor. Its walls are fitted with built-in weapon and armor racks.
OOC: So, jumping in where Carric indicates he sees Duah to try and rescue, while secured to a buoy and rope just in case.
Athletics: 9
(OOC: assuming Wyldfyre was able to speak with someone aboard on her first day...)
Tired of her bunk, Wyldfyre wanders the lower deck trying to keep occupied as well as stay out of the way. When the whistle sounds for man overboard, she cringes, but not having the aptitude or spells to help, she stays below. However, the alarm whistle has her stripping down to bare essentials and sprinting for the stairs up to the main deck. Combining speed and safety once on deck, she heads over to the men looking off the port bow to see if she can locate the danger and assist in any way.
DEX check if needed: 12
Perception check: 16
Welcome to the Emporium of Mayhem! What sort of mischief do you seek today?
Pyromaniac Wyldfyre searching for her place in the world.
Snigbovlin heard the thunderous sound and was already moving he heard the unusual sound whistles and of running feet from above. He heads toward the deck, but stops in his tracks when he takes in the scene. Someone overboard, and something in the water they say. So much for an auspicious start! They would barely see me if I fell in! He turns around and goes to the cabin where he retrieves a rope which he ties carefully around his waist. Making sure his other equipment is stowed securely in the box, he returns to the deck door, and ventures briefly onto the deck, trying to find a safe place to tie himself to.
If he is in time, he will touch the ring buoy before it is thrown into the water (( he would do this the first time he came of deck, if the opportunity presented -- calling out to the sailors with the buoy to bring it to him)), causing it to emit a small amount of light (5'+5'), hoping it will make it more visible to the man in the water, and allow others to see if the sailor is nearby. If there are other such buoys, he will do the same to each of them (3 in total), but leave it to others to throw them if desired.
When he has done what he can he will tie his rope to something near the door, and try to keep out of the way of people who know what they are doing. He will, if possible, try to see the shapes in the water, and possible the sailor, seemingly using a small protractor to determine distances and angles. I don't even know what I am looking for. But everyone seems to be doing it!
Perception: 13 + Guidance: 3 = 16
As he hears the whistles and shouts of alarm coming from above,he groggily rises to his ' and grabs his lute. He stumbles his way onto the deck of the ship and peers around into the darkness, looking for the dark shapes he heard of.The
Perception Check: 7
DM- Azalin's Doom
DM- Surviving the Unsurvivable
With the captain busy at the ships wheel most of the day, Wyldfyre is able to take the dwarven first mate aside for a moment. "Ai, lassie, there a few thing you can do ta help," he tells her, all the while keeping his eyes on the movements of the sailors behind her. "If ye can tie a knot and hold the weight, you can assist the young'uns there with the ships riggings. Otherwise, you can always take a shift in the crows nest. Unless ye be afraid o' heights," he laughs bruskly. "Of course, the biggest thing is should we e're be attacked on our journey, we'll be expectin' you and the other adventurers to help repel any boarders. You won't be much good to the liege lord if ye can't even make it to landfall."
Carric - Perception 21
Surveying the port (right) side of the ship, Carric is able to spot the Elven sailor, Duah, flailing in the choppy water. The nearby crew secure Lattimer to a rope and buoy, glowing from Snigbovlin's light spell, as he prepares to dive in to the rescue.
Hearing the call from Carric as to the location of the overboard sailor, Lattimer has a pair of crewmembers secure him via rope to the ship. Entwining a buoy with him, he dives into the water. The fierce waves knock him off his course and he struggles to get within near enough distance of Duah. Duah, for his part, attempts to swim towards his rescuer, guided by the buoy's light: Athletics 21
The wind and rain assailing her face, Wyldfyre slides across deck. She manages to keep her footing, but is unable to see far past the rails of the boat. Nearby to her, towards the aft of the ships main deck, Carric and Lattimer are working to bring aboard a crewman who was knocked into the water.
His belongings secured in the chest below deck, Snigbovlin manages to tie the rope about his waist to part of the hull near the stairs to the quarterdeck. His light spell creates a soft glow that emanates from the buoy. The sailors, appreciative of the extra light, provide the buoy to Lattimer in his attempt to rescue the overboard crewman. He does the same to the other two buoys on the port side of the ship.
Gazing over the side of the boat where Wyldfyre and Natton have gathered, he peers out towards the figure in the water.
He sees a vaguely humanoid figure. It's green skin is covered in fins on its arms and its back. The creature uses the powerful movement of the waves to accelerate its own speed as it approaches the boat. Every few seconds the creature emerges from the water, breaking out and showing a flat green face with small fins protecting the gills on its neck. Sharp teeth rowed like that of a shark reveal themselves as the creature howls into the air before diving back down underwater, the sound lost in the echoes of the wind. As Snigbovlin watches, he can see at least two more of the creatures coming up behind it as well.
Natton emerges from the hatch below deck to a pelting, furious rain storm. Water floods his vision as he looks out over the side of the ship, but he cannot make out what the crew is frantic about.
Snigbovlin points in the direction of the creatures, "There's something in the water. Three of them...green...ohhh. Big teeth."
He involuntarily takes a step back, then resumes his position and keeps watching. the next time they surface, says in a loud voice "Hello?"
Not seeing anything himself, Natton backs up against a wall for support. Mopping the water from his face with his free hand, he mutters an arcane phrase and casts Prestidigitation three times. The first, he warms his clothing and it will stay warm for an hour. Second, he tries to make his lute repel the rain so it won't get damaged by the wet. Third, he warms the clothing of one of the crewmates as they hurry by. After his bout of magic, he shouts over the thunder and crashing waves, "Does anyone have visual on those shapes in the water?"
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Wyldfyre holds onto the railing with her left hand and hastily pushes her hair back out of her face with her right and looks toward where Snigbovlin is pointing.
Perception check 1
If possible, she will then extend her right hand palm outward and utters 'Fulmen Ignem' to send a Fire Bolt at any target she sees. Attack: Attack: 21 Damage: 7
Welcome to the Emporium of Mayhem! What sort of mischief do you seek today?
Pyromaniac Wyldfyre searching for her place in the world.
Lattimer, for his part, is struggling too much in the water to make much of the shouts of alarms on figures in the water. He focuses on rescuing Duah, trying to rely on the light from the spell to get a visual, then swimming towards the sailor.
Perception: 13
Athletics: 18
Carric hears the call out of creatures in the water, and reaches for his rapier instinctually, before looking at the rope tied to Lattimer and the fallen sailor. He rushes over to the rope, and tries to round a few crewmen up to help bring the line in once Lattimer gets ahold of the sailor ((Idk if I can just give Lattimer advantage, or if I need to make checks myself))
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
The creatures ignore Snigbovlin's call to them as they approach. Now four shapes begin a rapid approach towards them. One of the shapes disappears in an eruption of water as Wyldfyre's firebolt strikes the surface of the waves. It is hard to tell through all the rain what damage was caused, but something was definitely struck. As the webbed figures reach the base of the ship, three gray fins emerge and begin circling around the Dawn Roger. A passing crewman responds to Natton, "we see them, not uncommon in these waters. Though the storm gives them courage."
At the port side of the boat, the overboard sailor begins to panic as he grasps onto Lattimer and the ring buoy. Several of the other crew begin cheering and calling to him from the rail as they pull the two back aboard. The captain, leaving the helm to Herondi, gallantly draws his longsword and calls out to the crew, "man battle stations. Uncover the ballista's and prepare to repel boarders. We have Merm's approaching!" The remaining crew cheers as they draw their weapons. Heavy canvas is pulled from a ballista at the forecastle and a second from the quarterdeck in front of the ships wheel. The sailors rush to load long arrows into the weapons as they scan the water for further enemies.
(The ships main deck is 15 ft. above the water line. The forecastle and quarterdeck are 5 ft. above that. One of the creatures is climbing the port side where the stairs to the forecastle are, the other is doing the same from the starboard side. Please give an initiative roll with your response action. Attacks against creatures in the water are at disadvantage from the storm obscuring vision, so provide two rolls with any attack.)
(Lattimer will have advantage on his climb check to get back onto his boat due to Carric's assistance - it will be part of his move action, though Lattimer will be considered restrained for any other action other than climbing until Duah is safely aboard. It will require 30 ft. of movement to get from the waterline to the main deck through climbing.)
Initiative: 19
Heading the call to arms, Natton stumbles over to the side of the boat and looks over the side. He grips the railing tightly so he doesn't fall over. After scanning the roiling waters, he finally spots one of the fins in the water. He focuses on on it and relaxes his mental bindings just a tad. A cacophony of whispers and voices fill that creature's mind, assaulting its mentality.
Natton casts Dissonant Whispers. DC 14 Wisdom Saving Throw or take 9 psychic damage. If it fails, it must use its action to move away from Natton. It takes half damage on a successful save.
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Wyldfyre lowers herself behind the railing to be secure, holding on with her left arm, peering over the edge. Spying the creature climbing the port side, she again reaches out with her right arm, fingers spread, palm facing the creature, 'Fulmen Ignem' she mutters, as another Fire Bolt hurtles from her palm. Attack: 12 Damage: 10 .
Initiative: 19
OOC: I did not roll disadvantage since this one is out of the water on the side of the ship. If I need to change it, just let me know.
Welcome to the Emporium of Mayhem! What sort of mischief do you seek today?
Pyromaniac Wyldfyre searching for her place in the world.
Snigbovlin's knuckles go white with one hand holding the railing in mortal fear of falling overboard, despite the rope, and the other hand grasping his dagger, making it look more like a short sword in comparison to his small frame. No bow. "Would be soaked anyway" he says.
He waits resolutely beside the railing, planning to attack anything that appears nearby.
Initiative: 11
Attack: 16 Damage: 3 (extra attack if needed 6 )