GM Nayr |
Fipps: 1d20 - 1 ⇒ (18) - 1 = 17
Fipps immediately scoffs at Kerruk's words, though he takes a step back at the sight of his peculiar eyes. Now out of arm's reach, he seems to puff back up with bluster. Ha! Thinkin' yer days're numbered, swab? Maybe yer not too far off, keep talkin' like that to an officer. Tha's right...an officer...means I'm up here...an' yer down here. He makes sure to use his meaty ham hands to illustrate his point. You and yer pals need ta' just keep yer traps shut and stick to yer work. Keep yer heads down, and there jus' may be a place for yer...err...skills.
Hey, back to work!
Scourge gives Fipps a withering glare after his shout, either to drive home his point to his officer or merely to shut him up. Seeing Fipps' nod, he moves on. Fipps turns his attention back to Kerruk, shaking his head to further banish whatever intrusive thoughts he'd felt. Ya' heard him. He seems to want to step forward to force Kerruk, but obviously thinks better of it and stalks away, grumbling.
Successful intimidation, but unsuccessful on the charm, unfortunately
Later in the afternoon, before the sun begins to dip, a storm blows in, bringing with it winds of incredible force. The Man's Promise is tossed about on the high seas, and all hands are called to remain on deck. The work leaves no time for anything but short shifts of sleep and work in the rigging. In the morning, as the sky begins to brighten almost imperceptibly, the storm redoubles its ferocity.
Barely visible through the sheer power of the storm are small islets and what look like shallow reefs. Dark shapes loom out of the sea, and possibly through a trick of the storm...some seem to be moving.
TapTap |
TackTack lets out a loud screech and jumps up onto his shoulder. Noticing Tack's gaze, Tap turns and stares out at the dark sea, fighting salty sea water stinging his eyes.
perception: 1d20 + 7 ⇒ (5) + 7 = 12 bugger
A nervous feeling comes over Tap.
TapTap |
Tap drops the rope he was holding, and pulls out his bow. I might not see anything, but surprised I will not be.
GM Nayr |
The raging storm makes it nearly impossible for most of the crew to make out anything in the water but vague, dark shapes. However, everyone can hear a shout and a splash from the port side of the ship. Still, the waters below show only dark shapes through the driving rains.
TapTap |
To the sterncastle! We can defend best there.
Tap looks at his little monkey. Stay close little friend, or climb high.
TapTap |
I wonder whether we would actually be best protected below deck..
TapTap |
Seeing Nack ehe is bow thoughtfully Perhaps you should run and get some crossbows, Jack..and to warn such crew who remain below.
GM Nayr |
Before the group can take more than a few steps from their positions, forms fly out of the water and scamper up the side of the ship to mount the deck. The creatures have slick, rubbery skin a sickly blue-green in color. They mostly closely resemble a goblin's torso, but with the bottom half of an octopus. They hold long handled spears, undoubtedly for spearing fish under the water.
Alas, due largely to Plugg’s greed and mistrust, the crossbows are all locked away below decks. They’ll be of little use in this fight.
Initiative creatures: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative Tap: 1d20 + 5 ⇒ (18) + 5 = 23
Initiative Jack: 1d20 + 6 ⇒ (19) + 6 = 25
Initiative Kerruk: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative Belliott: 1d20 + 1 ⇒ (16) + 1 = 17
TapTap |
Tap takes a step to get a clear shot at the monstrosity to the port side of the ship, trusting his companions to protect him flank from the two starboard. Tap lets off two rapid shots with his composite short bow.
1st shot: atk/dmg: 1d20 + 7 ⇒ (5) + 7 = 121d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
2nd shot: atk/dmg: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 221d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
I updated the map with Tap's 5' step
GM Nayr |
Round 1 synopsis partial
Jack launches into action, his cutlass leading. With a vicious slash, he cuts the beast before him from stem to stern, and it slips lifelessly from the boat and into the frothy waters below.
Tap takes a bead on the creature across the deck and lets loose an arrow. The first shot is lost in the driving rain, but it helps Tap gauge the wind and his second shot hits home. The creature stands, near death, and struggling just to remain upright.
Belliott, seeing the beast before him fall, hurdles the pool of blood and rushes at the next beast. His axe swing cuts through to its spine and catches there, throwing it off of the ship with the strength of Belliott's mighty swing. The waters churn with blood as its fellows tear it to pieces.
Before Kerruk can refocus his attack, the creature across the deck is knocked off of the deck by a charging Owlbear, who has apparently been let off of his leash to defend the ship.
Kerruk still has an action. The 3 on deck are dead, but 3 more are struggling to get up and will be able to attack next round. The map shows new locations
TapTap |
perception: 1d20 + 7 ⇒ (8) + 7 = 15
No!!!! Tilly!
TapTap |
No sailor am I, but might we sail the ship closer to Tilly just as easily as swim??
GM Nayr |
Round 1 final
Kerruk's spear takes one of the creatures in the upper arm, and it squeals in pain. It still remains standing though, intent now upon Kerruk.
Top of round 2 - Jack, Tap, Belliott, then Kerruk.
While Tilly is not overly far from the ship, Belliott can tell that the way is spotted with the frothy waters of dark beasts - the strange goblinkin, or sharks perhaps. While a rescue attempt may be feasible, it will also be fraught with peril unless something can draw the creatures away.
With the rocks dotting the water around Tilly as a threat, Plugg would undoubtedly avoid going to her aid, lest he risk beaching the ship or damaging the hull.
TapTap |
Let's throw Scourge in as bait, and then have Belliott swim to the rescue.
Tacktack lets out a chirp of agreement as Tap releases two arrows at a slimy; arrows that mark the gaping hole left by Kerruk's spear.
Attack 1: 1d20 + 6 + 1 - 2 ⇒ (15) + 6 + 1 - 2 = 20
Damage 1: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Attack 2: 1d20 + 6 + 1 - 2 ⇒ (16) + 6 + 1 - 2 = 21
Damage 2: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
would take a foot step back to avoid aoo if needed
TapTap |
Yes Jack, but not as convincing bait as throwinf Scoueve down inro the sea
TapTap |
Belliott, you and Jack take care of these slimies now, I will attampt a distracting illusion.
TapTap |
What a conversation to have when there are two slimies are coming at you, Jack and Belliott. Attack!
I cant start the illusion until next turn, so jack and belliott dhould attack
GM Nayr |
Belliott rushes towards his nearest foe, which is a poor, muck-slicked creature that has just crawled out of its beloved sea to look for food. The big man's axe easily severs the blubbery head from the creature, feeding both it and the now lifeless body to the sharks below.
The creature to the West of Belliott is now also dead. Kerruk and Jack still have actions. There are other members of the crew on the deck now and some are in between the last beast to the south and your position. You can go down there and get in the fight, or do something else.
TapTap |
Someone should stay on board to make sure they don't sail away without us
I will stay on board Jack, but I can help at range.