Mad Jack McGinty |
Jack eyes the pack of rats with visceral distaste. Filthy disease ridden things! Jack uncoiled his belt/whip. It wasn't really the right weapon for rat killing, but he was going to have to make do! With a loud crack, Jack's whip lashes out attempting to hit
Dieredon's target!
Whip: 1d20 + 5 ⇒ (5) + 5 = 10Damage: 1d4 + 3 ⇒ (2) + 3 = 5 I don't know if 5e has soft cover for melee weapons, so there might be penalties I'm not including.
wicked_raygun |
Yeah, there is cover but it's on the DM to apply it -- me, basically. Essentially +2 to AC for half cover. and +5 to AC for three-quarters cover. Total cover just misses.
Mad Jack and Treggor try to attack the hideous pests, but cannot quite make contact with the filthy creatures. Only Dieredon is able to land solid hit, but he can't quite kill it.
Unfortunately, these guys have pack tactics, so they attack with advantage when their adjacent to buddies.
Giant Rat A vs. Shikyomaru w/ADV: 1d20 + 4 ⇒ (15) + 4 = 19
Giant Rat A vs. Shikyomaru w/ADV: 1d20 + 4 ⇒ (20) + 4 = 24 <-- Critical Hit!
Damage: 2d4 + 2 ⇒ (3, 2) + 2 = 7
Giant Rat B vs. Grizzle w/ADV: 1d20 + 4 ⇒ (7) + 4 = 11
Giant Rat B vs. Grizzle w/ADV: 1d20 + 4 ⇒ (10) + 4 = 14 <-- Hit!
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Giant Rat C vs. Grizzle w/ADV: 1d20 + 4 ⇒ (12) + 4 = 16 <-- Hit!
Giant Rat C vs. Grizzle w/ADV: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Giant Rat D vs. Dieredon w/ADV: 1d20 + 4 ⇒ (16) + 4 = 20
Giant Rat D vs. Dieredon w/ADV: 1d20 + 4 ⇒ (19) + 4 = 23 <-- Hit!
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Giant Rat E vs. Treggor w/ADV: 1d20 + 4 ⇒ (7) + 4 = 11
Giant Rat E vs. Treggor w/ADV: 1d20 + 4 ⇒ (9) + 4 = 13 <-- Hit!
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Round 1 to 2
Dieredon: 1d20 + 3 ⇒ (20) + 3 = 23
Treggor: 1d20 + 4 ⇒ (15) + 4 = 19
Mad Jack: 1d20 + 3 ⇒ (14) + 3 = 17
Rats: 1d20 + 2 ⇒ (9) + 2 = 11
Shikyomaru: 1d20 + 4 ⇒ (5) + 4 = 9
Alfonso: 1d20 + 2 ⇒ (7) + 2 = 9
Grizzle: 1d20 + 0 ⇒ (1) + 1 = 2
Rat A
Rat B
Rat C
Rat D 3/7
Rat E
Rat F
wicked_raygun |
The giant rats deal a lot of damage to the Press-ganged.
Wow, okay. Rough round. Believe it or not, according to the math, this is supposed to be an easy encounter. Bold are up. Please roll well. I don't want a TPK from rats.
• Shikyomaru HP 3/10
• Grizzle HP 4/15
• Dieredon HP 9/12
• Treggor HP 6/12
Treggor Mynth |
Let's see what The Fonz has for us.
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Alfonso F. E. J. C. d'Arrabio |
"Whoa, bad rats! Bad! You hurt my friends!"
Vicious Mockery: 1d4 ⇒ 3 psychic damage
DC 14 Wis save on the damaged rat. If it fails, it takes the damage and has disadvantage on its next attack.
Alfonso casts a spell to heal his most injured ally.
Healing Word: 1d4 + 4 ⇒ (2) + 4 = 6 on Shikyomaru
Dieredon D'atarisian |
Round 2
Dieredon sets to work on the same rat that injured him.
C'mon, men, they are rats!
Harpoon Att: 1d20 + 3 ⇒ (10) + 3 = 13
Harpoon Dam: 1d8 + 1 ⇒ (7) + 1 = 8
Shikyomaru Kuro |
Shikyo lashes out with foot and fist
Foot: 1d20 + 6 ⇒ (9) + 6 = 15 Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Fist: 1d20 + 6 ⇒ (9) + 6 = 15 Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Shikyo moves between attacks if that will allow him to slay more rats. No map access atm
Mad Jack McGinty |
For round 2
Jack missed the rat the first time, by a good foot or more. Second time round he anticipated the sudden movement as his whip cracked out again towards the wounded rat with considerable force! It made a satisfying noise but did it hit the rat?
Whip: 1d20 + 5 ⇒ (10) + 5 = 15Damage: 1d4 + 3 ⇒ (4) + 3 = 7
If the wounded rat is still alive, Jack tries to finish it off, otherwise he attacks any convenient target.
Treggor Mynth |
Treggor stabs a rat. Not the high point of his sailing career, but not the lowest either.
dagger: 1d20 + 5 ⇒ (9) + 5 = 14, damage: 1d4 + 3 ⇒ (1) + 3 = 4, sneak: 1d6 ⇒ 2
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Grizzle. |
"YE BASTARD ROOTS!" Grizzle screams, grabbing his stolen hammer, "DIIIEEEE!" He attempts to wack the closest rat.
Sorry about my absence, internet has been down. 11 damage taken. Entering a rage.
Hammer: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d4 + 5 ⇒ (1) + 5 = 6
wicked_raygun |
Shikyomaru, utterly destroys one of the giant rats with his foot, leaving a loud sickening crunch in his wake. You needed both hits to kill it.
Dieredon skewers another one, with some musical accompaniment from Alfonso. While Mad Jack and Grizzle smash another to pieces. Treggor stabs his own rat, but can't quite kill the stubborn thing.
Rat C vs. Shikyomaru: 1d20 + 4 ⇒ (11) + 4 = 15 <-- Miss
Rat E vs. Treggor w/ ADV: 1d20 + 4 ⇒ (2) + 4 = 6
Rat E vs. Treggor w/ ADV: 1d20 + 4 ⇒ (20) + 4 = 24 <-- Critial Hit!
Damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8
Rat F vs. Dieredon w/ ADV: 1d20 + 4 ⇒ (7) + 4 = 11
Rat F vs. Dieredon w/ ADV: 1d20 + 4 ⇒ (13) + 4 = 17 <-- Hit!
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
The rats swarm about and bite the Press-ganged. But Treggor takes an exceptionally powerful hit, and falls over bleeding and dying.
Dieredon: 1d20 + 3 ⇒ (20) + 3 = 23
Treggor: 1d20 + 4 ⇒ (15) + 4 = 19
Mad Jack: 1d20 + 3 ⇒ (14) + 3 = 17
Rats: 1d20 + 2 ⇒ (9) + 2 = 11
Shikyomaru: 1d20 + 4 ⇒ (5) + 4 = 9
Alfonso: 1d20 + 2 ⇒ (7) + 2 = 9
Grizzle: 1d20 + 0 ⇒ (1) + 1 = 2
Rat C
Rat E 1/7
Rat F
Treggor is dying. He needs to make me a death saving throw, which is a single d20 roll with no modifiers. Bold are up.
Treggor Mynth |
death: 1d20 ⇒ 5
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Alfonso F. E. J. C. d'Arrabio |
Alfonso spends his last healing spell on the Rogue, before turning his attention to the rats again. Vicious Mockery on the rat that Treggor was fighting. DC 14 Wis again.
Healing Word: 1d4 + 4 ⇒ (4) + 4 = 8
Psychic damage: 1d4 ⇒ 4
Dieredon D'atarisian |
Round 2, Second Wind
Dieredon takes a deep breath to gather himself, and he jabs the harpoon at the the rat that bit him.
Keep at 'em, men!
Harpoon Att: 1d20 + 3 ⇒ (11) + 3 = 14
Harpoon Dam: 1d8 ⇒ 2
Second Wind: 1d10 + 1 ⇒ (1) + 1 = 2
wicked_raygun |
In his rage Grizzle swings wildly and misses his target. Dieredon takes the opposite approach. He steadies himself before stabbing a giant rat.
WIS save: 1d20 ⇒ 20
Alfonso tries to finish off the rat that took down Treggor, but a sudden jostling of the ship throws off his spell. But he does manage to bring Treggor back into fighting shape.
Treggor you can act next turn.
• Treggor 8/12 HP
Mad Jack and Shikyomaru are up. I'll move for Shikyo if I need to.
Mad Jack McGinty |
Jack watched with mingled horror and curiosity as one particularly ugly and vicious rat bit a chunk out of Trevor. Realizing he might be next, Jack gives it his best shot. With a thunderous crack, his whip lashes the rats muzzle!
Whip: 1d20 + 5 ⇒ (19) + 5 = 24Damage: 1d4 + 3 ⇒ (2) + 3 = 5
wicked_raygun |
The bilges are a foul, damp, sweltering place with thick cobwebs above and a foot of stinking brackish water below. A ladder leads back up, and a single bilge pump rests near the stern. A number of discarded crates and boxes packed with straw lie in a corner. It's immediately clear that this is where the rats had been nesting. You check inside and discover that the rats had nearly destroyed everything inside except:
• leather armor
• maces (x3)
• 30 silver pieces
If you'd like to look around a bit more make INT (investigation) checks.
Alfonso F. E. J. C. d'Arrabio |
"That coin could be useful, but I don't see us getting the armor or weapons out unnoticed. But we could stash them here in case of emergencies."
Investigation: 1d20 + 5 ⇒ (5) + 5 = 10
Alfonso F. E. J. C. d'Arrabio |
"Ooh, a shield! Not much use for me, but someone can benefit, I'm sure."
"Treggor, if you don't care to let me take the dagger, you could get more use out of one of these maces than I can."
Mad Jack McGinty |
Jack was interested, he said, "Mebbe I could use tha shield. Would hav' ta suff it down meh shirt or sommat. Donnae want folk ta know." Realizing that applied to his whip too, Jack wrapped it back around his waist.
Treggor Mynth |
Treggor wakes up in time to hear the commotion settle. "Those were some bitey vermin. Thanks fer yer aid." he states in the general.
investigation: 1d20 - 1 ⇒ (5) - 1 = 4
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Dieredon D'atarisian |
Dieredon secrets a mace away down his pantleg and his share of 5 SP.
I think we have enough to go around 1 for me, 1 for Grizzle, and 1 for the next taker.
I suggest you all grab your five silvers and hide it in your clothes. Should we just leave the armor?
Treggor Mynth |
"I think we cin sneak it to a locker afore we be noticed, but we best not waste our chance."
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Shikyomaru Kuro |
Is that a mace in your pants, or are you happy to see me?
Shikyo searches the hold Int: 1d20 + 1 ⇒ (6) + 1 = 7
He grunts in thanks to Alfonso for his healing spell
You have my thanks. No more angering the Yaban hito, Mate, we will strike when the time is right.
Mad Jack McGinty |
While the others talk, Jack pokes around the smelly bilge looking for other unexpected things. Investigation: 1d20 - 1 ⇒ (16) - 1 = 15
The conversation takes an interesting turn and Jack adds, "Aye stashin' it be a grand idea. Mebbe stash tha armor too?"
Mad Jack McGinty |
Spotting a glint of metal, Jack thrusts his hand into the murky bilge water and pulls up a hatchet. "Ohh look-e-'ere!" he cried, brandishing the prize. Quieter he adds, "I reckon one a ye could use tha eh? Bes' decide quick. Dey'll wan' us up on deck afore long."
wicked_raygun |
It seems like the consensus is to stash some of your loot in the lockers and return to duty. So I'll move us forward.
After half an hour in the sweltering bilges, the Press-ganged head to their lockers and store their loot. They return to their ship duties.
Ok, so you guys get a pass on making constitution or job checks, today. If you want to make a quick stop at the Quartermaster to sell or buy, you certainly can as well. I'll let you guys mull that over, and begin the Bloody hour section tomorrow night.
Alfonso F. E. J. C. d'Arrabio |
I'd like to buy a weapon, but I think all I could afford would be a couple of darts. A rapier is way more that what we have. So as I understand it, we can buy weapons, but can't let Scourge see us with them, right?
wicked_raygun |
Most pirates carry their own weapons. The warnings have mostly been because Scourge is particularly annoyed with you. And a lot of the crew is still wary of you. So yeah, wearing a rapier openly for the moment, might be a bit much. But a dagger in a boot? Or a small axe tucked in your belt? Folks will look the other way.
Dieredon D'atarisian |
Dieredon will gladly trade the mace he took for a handaxe to slip in his belt, adding whatever silver is necessary to close the deal.
Alfonso F. E. J. C. d'Arrabio |
Alfonso swings by the quartermaster on the way, glancing about to make sure Scourge isn't around.
"Do you have darts in stock? I'm afraid that's all I can afford. Four of them, if possible"
Should cost 2 of my 5 sp.
wicked_raygun |
Grok raises an eyebrow upon seeing some of the Press-ganged in her store. But she shrugs it off quickly.
She inspects Dieredon's mace.
"Hmm. Decent quality. Ain't worth a full trade for a handaxe. I gotta run a business here. Tell you what, though. I can trade you a light hammer, and pay ya 5 silvers difference. That'll tuck into a belt just fine," she says with a wink.
A mace sold is worth 2.5gp. A new handaxe is worth 5gp. You can haggle a bit with a CHA (persuasion) check. But that is quite a bit of difference.
"As for you, Pretty Ears," she says to Alfonso. "It just so happens I got some Tien throwing stars here. Four of them will run you 2 silvers. But I got a couple slings around here, and that's only a silver each. And you can get 20 bullets for only 4 copper pieces. You'll need a pouch for 'em though."
The throwing stars are just re-flavored darts. They operate the same.
Treggor Mynth |
Treggor proffers his mace and smiles with rotten teeth bared. "I think ye may value this more 'n I. What say ye ta parting with a dagger and a few ah those fine pointed stars ye have there?"
persuade: 1d20 + 1 ⇒ (12) + 1 = 13
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