wicked_raygun |
The Pressganged continue through the watery caves, often swimming more than treading the water on foot. They find a small cavern with walls that display strangely ribbed markings. The water there is just shallow enough that it comes just past their hips.
Hidden beneath the carpet of seaweed are a series of metal bars spaced approximately 18 inches apart. These bars form the cavern “floor” and are wedged in place.
And behind those bars are a pair of ghouls desperately trying to claw the feet of the Pressganged!
Treggor Mynth |
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Perception DIS: 1d20 + 2 ⇒ (10) + 2 = 12 <-- pass
Treggor snarls as he peers into the water. "Swords out, dogs! There be undead under are feet!"
Can I attack them, or would it be easier to just move past them?
wicked_raygun |
This is treated more like a trap than a combat encounter. And since Treggor spotted them...
The Pressganged draw their weapons and carefully butcher the trapped ghouls. It takes a minute of careful strikes, but the ghouls lie still under the metal bars. And just past the ghouls, they see a small chest. With greed in their hearts, the Pressganged dig up the chest and open it.
The lock is rusted, but broken easily. And inside they find a small bounty.
#Loot
• bag of 50 gp
• a pair of finely crafted leather bracers
• a beautifully-plumed peacock feather attached to a metal weight shaped like an anchor
Treggor Mynth |
Treggor passes out 10 gold to each sailor, keeping the last 10 for himself. He then hands the bracers to Shikyomaru with a hint of a smile. "Try these on, see if they don't fit yer style."
Lastly, he takes the feather token and hands it to Jack. "Ta keep yer hat on yer head." he says, dangling the anchor with an edge of humor.
wicked_raygun |
The Pressganged take stock of their new items and press on. If Shikyo's new bracers provide him any magical benefit, he cannot feel it yet.
The tunnel opens into a wider cavern decorated with hundreds of leering skeletal parts, wriggling with worms. Four dark circular openings exit the chamber. This area is shallow, making walking difficult, but possible.
In the center of the cavern the Pressganged spots a purple, seven-armed octopoid monstrosity the size of a horse. Its tentacles are lined with sharp hooks. And it stares back at the Pressganged with cold, blue, hate-filled eyes.
It says something in a terrible, belch-like language that grates on the ears and seems to make the very air vibrate with malice.
It them rushes the Pressganged.
Dieredon: 1d20 + 3 ⇒ (12) + 3 = 15
Grizzle: 1d20 + 1 ⇒ (4) + 1 = 5
Mad Jack: 1d20 + 3 ⇒ (13) + 3 = 16
Shikyomaru: 1d20 + 4 ⇒ (15) + 4 = 19
Treggor: 1d20 + 4 ⇒ (1) + 4 = 5
Fish Monster: 1d20 + 3 ⇒ (4) + 3 = 7
Round 1
Shikyomaru: 1d20 + 4 ⇒ (15) + 4 = 19
Mad Jack: 1d20 + 3 ⇒ (13) + 3 = 16
Dieredon: 1d20 + 3 ⇒ (12) + 3 = 15
Tentacle Monster: 1d20 + 4 ⇒ (4) + 3 = 7
Treggor: 1d20 + 4 ⇒ (1) + 4 = 5
Grizzle: 1d20 + 1 ⇒ (4) + 1 = 5
Bold are up. There is currently no map, since I can't make one. So we'll be doing this theater of the mind. There's plenty of space to move around the monster, but all movement is in difficult terrain. The creature is about 20 feet from you.
wicked_raygun |
To identify the Tentacle Monster.
Dieredon D'atarisian |
Round 1, Arcane Archer-Magic Arrow
Dieredon pulls an arrow from his quiver and it is charged with magical energy as it is drawn to his bow. He steps back 15 feet, careful to keep his footing, and fires at the beast.
LB Att: 1d20 + 7 ⇒ (12) + 7 = 19
LB Dam: 1d8 + 3 + 2d6 ⇒ (7) + 3 + (2, 5) = 17
Shikyomaru Kuro |
Shikyo glides off to one side, focusing on defense until he can strike from an opportune angle. Shikyo draws his Wakizashi and it gleams in the reflecting light of the water.
Moving at an angle to circle the monster so that Shikyo can attack once its engaged with someone else.
wicked_raygun |
Shikyo moves into an advantageous position, poised to strike, while Dieredon unleashes a magical barrage that clearly hurts the octopoid-monster. It roars in response.
Devilfish AC 16, HP 25/42
STR 17 (+3) DEX 17 (+3) CON 16 (+3) INT 3 (-4) WIS 12 (+1) CHA 8 (-1)
Saves CON +5, DEX (+5)
Reach, Multiattack (Bite, Tentacle)
Bite +5 (2d6+3) plus Poison (CON DC 13, 1d6 poison damage)
Tentacle +5 (1d6+3) plus grappled
Mad Jack is up.
Mad Jack McGinty |
Kn:Arcarna: 1d20 - 1 ⇒ (20) - 1 = 19
"Dat be a Devil fish and nae mistake! Beware o' it's tentacles n' poisonous maw!" shouted Jack.
Does Jack have sufficient movement to engage them in melee this round? If so...
Not wanting to get too close, Jack uncoils his whip as he wades closer. He then lashes out with it, but the tip bites with a crack into water not monster!
Whip: 1d20 + 5 ⇒ (9) + 5 = 14Damage: 1d4 + 5 ⇒ (4) + 5 = 9
wicked_raygun |
Mad Jack attacks with his whip, but he can't land a solid hit. Shikyo waits for a better opening.
Mad Jack was able to make an attack using the reach of the whip, but he's not within 5 feet, so Shikyo won't be able to get his sneak attack just yet.
The Octopoid Monstrosity tries to bite down on the ninja, and smack the paladin with his frighteningly long tentacle.
Bite vs Shikyomaru: 1d20 + 5 ⇒ (17) + 5 = 22; hit!
Damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14
Shikyomaru CON Save DC 13: 1d20 + 2 ⇒ (14) + 2 = 16
Shikyo swoons from the pain of the poisonous maw, but luckily avoids the worst of it.
Tentacle vs. Mad Jack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Mad Jack feels the sudden, terrifying strength of the monster's tentacle wrap around him and squeeze.
Round 1 to 2
Shikyomaru: 1d20 + 4 ⇒ (15) + 4 = 19
Mad Jack: 1d20 + 3 ⇒ (13) + 3 = 16
Dieredon: 1d20 + 3 ⇒ (12) + 3 = 15
Tentacle Monster: 1d20 + 4 ⇒ (4) + 3 = 7
Treggor: 1d20 + 4 ⇒ (1) + 4 = 5
Grizzle: 1d20 + 1 ⇒ (4) + 1 = 5
All are up. Mad Jack is grappled and has HP 4/28. Shikyomaru is at HP 10/24.
Devilfish AC 16, HP 25/42
STR 17 (+3) DEX 17 (+3) CON 16 (+3) INT 3 (-4) WIS 12 (+1) CHA 8 (-1)
Saves CON +5, DEX (+5)
Reach, Multiattack (Bite, Tentacle)
Bite +5 (2d6+3) plus Poison (CON DC 13, 1d6 poison damage)
Tentacle +5 (1d6+3) plus grappled
Treggor Mynth |
Treggor moves up to the creature, drawing his second sword. Both blades stab forward with brutish violence.
Reckless Shortsword: 1d20 + 5 ⇒ (8) + 5 = 13
Advantage: 1d20 + 5 ⇒ (13) + 5 = 18 <--
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Reckless Shortsword TWF: 1d20 + 5 ⇒ (13) + 5 = 18 <--
Advantage: 1d20 + 5 ⇒ (1) + 5 = 6
Damage TWF: 1d6 ⇒ 2
Sneak: 1d6 ⇒ 5
wicked_raygun |
I'l say that Shikyo and Treggor are flanking.
Shikyomaru (shortsword) vs. Tentacle Monster w/ADV: 1d20 + 6 ⇒ (8) + 6 = 14
Shikyomaru (shortsword) vs. Tentacle Monster w/ADV: 1d20 + 6 ⇒ (8) + 6 = 14; Miss
Furious Treggor moves in and slices the monstrosity with reckless abandon. This gives Shikyo the opening he needs, but the wound in his arm flares at the exact wrong moment, and his attack doesn't land.
Everyone but Treggor is still up. That attack from Shikyo was a readied action and doesn't count as his new turn.
Devilfish AC 16, HP 12/42
STR 17 (+3) DEX 17 (+3) CON 16 (+3) INT 3 (-4) WIS 12 (+1) CHA 8 (-1)
Saves CON +5, DEX (+5)
Reach, Multiattack (Bite, Tentacle)
Bite +5 (2d6+3) plus Poison (CON DC 13, 1d6 poison damage)
Tentacle +5 (1d6+3) plus grappled
Treggor Mynth |
For sneak attack purposes, we just have to both be threatening & adjacent (although reckless attack gives me sneak all by my lonesome). If there's a further concept of flanking in 5e, I don't remember reading it.
-Posted with Wayfinder
Dieredon D'atarisian |
Round 2
Dieredon steps back another 15 feet and fires another regular arrow at the beast.
LB Att: 1d20 + 7 ⇒ (5) + 7 = 12
LB Dam: 1d8 + 3 ⇒ (7) + 3 = 10
Mad Jack McGinty |
GM I didn't update jack's HP in the tag line from from the short rest (kinda forgot about it sorry, and I wasn't totally sure how the rules for that work). I think he healed 17 hp from the short rest so he should be on 21 hp now.
"Errrkk!" Jack tries to curse the devil fish but nothing but splutter comes out. Dropping the whip he tries to gut it with his sword but he just doesn't have the reach the thing is holding him at tentacle's length!
Shortsword: 1d20 + 6 ⇒ (8) + 6 = 14
Mad Jack McGinty |
Gingerly rubbing his neck, Jack retrieved his whip while muttering, "Dis island be full o' bad hoodoo an no mistake."
I guess we move deeper into the cave now?
Mad Jack McGinty |
Noting there were only two possible directions they could go, Jack quipped, "I rekon' we should go right, cos it's da right way ta go!" He glanced around an asked, "Well shall we?"
Mad Jack McGinty |
"Okie doke." replies Jack who then does a totally unnecessary forward flip before sauntering down the right hand exit.
Perception: 1d20 + 2 ⇒ (11) + 2 = 13