| Argyri Katrakis |
Argyri's shoulders unwind a bit, as their foes fall back. "We're winning, buds! Bottom's up, drink'm if ya got'm!!"
She downs a healing potion, and gets ready to join the pursuit.
Heal: 2d4 + 2 ⇒ (2, 1) + 2 = 5 Well...back up to 8/17..that's practically invincible, right?
| DM Jubal |
The pounding of the footsteps upstairs are punctuated with door slam and roar, "Get outta my way ya useless slugs!" A huge tattooed smuggler in studded leather wielding a blood-stained hook and hammer shoulders a smuggler aside. He swings at Badger but misses.
hook vs badger: 1d20 + 5 ⇒ (3) + 5 = 81d8 + 3 ⇒ (3) + 3 = 6
The two wounded smugglers retreat near their new captain leaving a fresh smuggler who arrived with the bosun. The smuggler slashes at Badger with his cutlass. Distracted by meat hook, the gnome catches a slice.
Crew 6 vs badger with disadvantage: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (14) + 3 = 171d6 + 1 ⇒ (4) + 1 = 5
Badger takes 5 damage and drops
Seeing another arcanist, the deck wizard raises his fingers causing another shimmering green arrow to streak toward Drusilla who also dodges out of the way to see a blob of acid to hit deck.
Melf's Acid Arrow vs Badger: 1d20 + 5 ⇒ (1) + 5 = 64d4 ⇒ (2, 2, 2, 3) = 92d4 ⇒ (2, 2) = 4
The deck wizard is 45 feet from the doorway on the forecastle. The wounded first mate and two wounded smugglers block the stairs to the forecastle. The Bosun stands in the doorway flanked by a fresh smuggler.
Party up!
| Blacklock |
| 1 person marked this as a favorite. |
Attack: 1d20 + 1d4 + 5 ⇒ (18) + (4) + 5 = 27
Attack, dis: 1d20 + 1d4 + 5 ⇒ (18) + (1) + 5 = 24
Dmg: 1d4 + 3 ⇒ (3) + 3 = 6
MA: 1d20 + 1d4 + 5 ⇒ (7) + (4) + 5 = 16
MA, dis: 1d20 + 1d4 + 5 ⇒ (6) + (1) + 5 = 12
Dmg: 1d4 + 3 ⇒ (4) + 3 = 7
The kid picked a vial from his belt, passing it back to Kwin "Oy, for the old man!" before lunging forward with both hands extended, crushing one of the bottlenecked fighters in the stomach.
| Drusilla Orizorwyn |
Drusilla will begin an Ancient Elven song of the Wind. Her notes ring a beautifully haunting melody that makes her fill with some sort of power.
Performance: 1d20 + 2 ⇒ (2) + 2 = 4
With the Arcane energy flowing into her from the Ancient ways of the Eldritch Song she leaped into action. As she does she moves with enhanced speed her sword out.
Current stats AC 19(w/Mage Armor) and my speed is 40ft
With the increased speed, she makes a straight line toward the enemy wizard.
| Kwin Avassar |
Kwin steps out since Blacklock has cleared the way. Glancing around, he locks his gaze on the wizard. With Blacklock's potion in one hand and his bow in the other, he decides to drop the bow, point at the wizard, and call down his god's power upon him!
Casting sacred flame on the wizard, DC 13 dexterity save or take 1d8 + 0 ⇒ (8) + 0 = 8 radiant damage.
He maintains concentration on bless. Blacklock, Badger and Tarn, this is the last round he can maintain bless without casting it again. Make it count!
| Argyri Katrakis |
Argyri is just considering whether to drink her final healing draught when she sees Drusilla charge past.
Ulp! Well, I can't let her run out on her own, can I? I mean, would Dyzziq the Dashing sit by and let a wizard have all the fun??
She dodges past the sailor by the door, and charges straight toward the self-styled captain.
Rapier: 1d20 + 5 ⇒ (10) + 5 = 15 Damage+sneak: 1d8 + 3 + 1d6 ⇒ (5) + 3 + (4) = 12
Dagger: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d4 ⇒ 3
I'm not 100% sure I understand 5e actions correctly, but I think I can use my Bonus to Disengage (going past the smuggler) then move up to the captain and stab him. And I *THINK* Drusila's movement puts her right up threatening the captain too, which would let me get my sneak damage...but ignore that part if I'm wrong.
| Tarn Copperlocks |
Hit: 1d20 + 5 + 1d4 ⇒ (18) + 5 + (1) = 24
Blunt Damage: 1d10 + 5 ⇒ (5) + 5 = 10
Booming Blade: 1d8 ⇒ 2
With a huge brute attacking Badger, Tarn did what he could to help. Still feeling blessed he waded into the thick of things, aiming his hammer for the back of the man’s leg.
| DM Jubal |
The kid picked a vial from his belt, passing it back to Kwin "Oy, for the old man!" before lunging forward with both hands extended, crushing one of the bottlenecked fighters in the stomach.
Bosun takes 6 +7 = 13 HP
Kwin steps out since Blacklock has cleared the way. Glancing around, he locks his gaze on the wizard. With Blacklock's potion in one hand and his bow in the other, he decides to drop the bow, point at the wizard, and call down his god's power upon him!
DC 13 dexterity: 1d20 ⇒ 12
Bosun takes 8 +13 = 21 HP
With a huge brute attacking Badger, Tarn did what he could to help. Still feeling blessed he waded into the thick of things, aiming his hammer for the back of the man’s leg.
Bosun takes 10 +21 = 31 damage and drops
With the Arcane energy flowing into her from the Ancient ways of the Eldritch Song she leaped into action. As she does she moves with enhanced speed her sword out. Drusilla barely dodges a cutlass as she runs passed the fresh smuggler by the door.
AOO from fresh smuggler at the door: 1d20 + 3 ⇒ (15) + 3 = 181d6 + 1 ⇒ (5) + 1 = 6
She dodges past the sailor by the door, and charges straight toward the self-styled captain. The chain mail of the new captain blocks the killing blow. And, the surprise prevents her dagger from finding purchase, too.
The fresh smuggler flanking the door steps in front of the doorway to cut off reinforcements and stabs at Tarn.
fresh smuggler vs Tarn: 1d20 + 3 ⇒ (15) + 3 = 181d6 + 1 ⇒ (3) + 1 = 4
Tarn takes 4 damage from 14 = 10 HP
Bloody Bjorn grins evilly at Argyri and tries to end her with a massive two-handed swing and backslash.
First Mate vs Argyri 1: 1d20 + 4 ⇒ (6) + 4 = 101d10 + 2 ⇒ (2) + 2 = 4
First Mate vs Argyri 2: 1d20 + 4 ⇒ (11) + 4 = 151d10 + 2 ⇒ (9) + 2 = 11
Argyri takes 11 damage from 8 = 0 HP and drops
The wounded smuggler blocking the stairs to the deck wizard and the other wounded smuggler who steps over Argyri's body to attack Drusilla. Both miss the wizard who realizes that she is tanking vs 3 opponents.
Wounded 1 vs Drusilla: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 1 ⇒ (3) + 1 = 4
Wounded 2 vs Drusilla: 1d20 + 3 ⇒ (3) + 3 = 61d6 + 1 ⇒ (6) + 1 = 7
Recognizing a fellow caster, the Deck Wizard sneers at Drusilla from above on the forecastle and fires a beam of crackling, blue energy at her.
Witch Bolt vs. Drusilla: 1d20 + 5 ⇒ (19) + 5 = 241d12 ⇒ 5
Drusilla takes 5 damage from 14 = 9 HP
Well, this is coming down to the last of it. Badger and Argyri are down and need death saves. Badger is in the doorway. Argyri is in front of the new captain. Drusilla is in melee with the new captain and two wounded smugglers, AND the deck wizard can auto damage her next round, ouch. Tarn is in the doorway standing on top of Badger facing a fresh smuggler. He is flanked by Blacklock. Kwin stands behind them out of melee.
Party up! Give 'em hell. I'm rooting for you
| Tarn Copperlocks |
Hit: 1d20 + 5 ⇒ (3) + 5 = 8
Blunt Damage: 1d10 + 5 ⇒ (5) + 5 = 10
Booming Blade: 1d8 ⇒ 3
Pulling his hammer back, Tarn was blindsided when a smuggler stabbed him in the side. He stumbled and fell to one knee. He swung his hammer wildly to force the man back as he pulled himself back up.
| Argyri Katrakis |
Argyri's eyes go wide as the captain's blade spills her guts out.
She hovers for a moment, thinking: ...what...?, before collapsing, unconscious.
Death: 1d20 ⇒ 20 Well, wouldn't have minded that on my last attack...but at least I've made my first death save.
.
Is there any such thing as a crit on a death save?
| Drusilla Orizorwyn |
| Blacklock |
Argyri, yes! Nat 20 on death saves means you gain 1hp and consciousness. :D
Attack: 1d20 + 1d4 + 5 ⇒ (10) + (4) + 5 = 19
Attack, dis?: 1d20 + 1d4 + 5 ⇒ (17) + (3) + 5 = 25
Dmg: 1d4 + 3 ⇒ (4) + 3 = 7
MA: 1d20 + 1d4 + 5 ⇒ (20) + (2) + 5 = 27
MA, dis?: 1d20 + 1d4 + 5 ⇒ (5) + (1) + 5 = 11
Dmg: 1d4 + 3 ⇒ (4) + 3 = 7
Blacklock leaned back on one foot, rapidly nailing the smuggler with a pair of whip-cracking snap kicks.
| Kwin Avassar |
Kwin races over to Badger, starting his prayer as he closes the distance.When he crouches next to his fallen friend, his hand flares with silver-gold radiance, sharing a sliver of his god's power.
Kwin moves over the Badger and casts cure wounds, giving he 1d8 + 3 ⇒ (8) + 3 = 11 hit points.
| DM Jubal |
Argyri is prone and conscious with 1 HP. She has a wounded smuggler standing over her. She has advantage to attack him if she wants. If she doesn't drop him with a hit, she needs to move to another square to stand up, otherwise she gets prone fighting disadvantage. If she moves away, she gets 1 AOO from the new captain, unless she bonus Disengages. All that written, she gets a full actions this round. Go Argyri!
Badger similar story. Tarn is standing over you. You need to roll to the door flanking position to stand up and attack the fresh smuggler with disad in the doorway. Go Badger!
| Argyri Katrakis |
A dreamlike montage of swashbucklery–drawn mostly from the penny dreadfuls she reads, but now also mixing in her own exploits–somehow fuels Argyri's will to keep on fighting. She awakens beneath the feet of the smuggler she'd just ran past.
She attempts to catch the smuggler above her unawares, and then tumbles back, out of harm's way and onto her feet. There, Argyri wobbles somewhat on her feet, as adrenaline wrestles with loss-of-blood, to keep her going.
Rapier: 1d20 + 5 ⇒ (9) + 5 = 14Rapier: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Dagger: 1d20 + 5 ⇒ (1) + 5 = 6 Dagger: 1d20 + 5 ⇒ (17) + 5 = 22 Damage+sneak: 1d4 + 1d6 ⇒ (3) + (1) = 4
Attack smuggler above me. (If the rapier is enough to drop him, can the dagger be vs the captain?)
Bonus Disengage
| Badger the Rover |
Badger's eyes flash open. "Bah . . . I'm not ready for the choir invisible!" He rocks back and then to a place where he can get his feet under him. He springs back into action knowing that cornered in the cabin means they need to win if they expect to live. He hopes his sudden reemergence on the field gives him a shot at surprising the sailor. It doesn't. That's just narrative fluff.
Shortsword 1: 1d20 + 5 + 1d4 ⇒ (17) + 5 + (2) = 24
Shortsword 1 Disadvantage: 1d20 + 5 + 1d4 ⇒ (17) + 5 + (4) = 26
Shortsword 2: 1d20 + 5 + 1d4 ⇒ (11) + 5 + (1) = 17
Shortsword 2 Disadvantage: 1d20 + 5 + 1d4 ⇒ (8) + 5 + (4) = 17
Damage 1: 1d6 + 3 ⇒ (6) + 3 = 9
Damage 2: 1d6 + 3 ⇒ (3) + 3 = 6
| DM Jubal |
Pulling his hammer back, Tarn was blindsided when a smuggler stabbed him in the side. He stumbled and fell to one knee. He swung his hammer wildly to force the man back as he pulled himself back up.
Drusilla smiles and steps back five feet then unleashes hell aiming her spell at the wizard.
Deck Wizard takes 8 damage. Bold target for a wizard who could have had Shield
Concentration of Witch Bolt: 1d20 + 2 ⇒ (5) + 2 = 7
Blacklock leaned back on one foot, rapidly nailing the smuggler with a pair of whip-cracking snap kicks.
Crew 6 takes 7 damage
Kwin races over to Badger, starting his prayer as he closes the distance.When he crouches next to his fallen friend, his hand flares with silver-gold radiance, sharing a sliver of his god's power.
A dreamlike montage of swashbucklery–drawn mostly from the penny dreadfuls she reads, but now also mixing in her own exploits–somehow fuels Argyri's will to keep on fighting. She awakens beneath the feet of the smuggler she'd just ran past. She catches the smuggler above her unawares and runs him through with her rapier. She kips up to her feet and stabs the new captain with her dagger dropping him with a flourish!
Crew 2 takes 8 +8 = 16 damage and drops
No disad dagger vs. First Mate: 1d20 + 5 ⇒ (19) + 5 = 24
First Mate takes 4 +25 = 29 damage and drops
Badger's eyes flash open. "Bah . . . I'm not ready for the choir invisible!" He rocks back and then to a place where he can get his feet under him. He springs back into action knowing that cornered in the cabin means they need to win if they expect to live.
Crew 6 takes 9 +6 +7 = 22 damage and is really dead
Deck wizard smiles back at Drusilla and disappears with a word briefly surrounded by silvery mist.
Combat over! I miscounted. All 6 smugglers are now down, as well as 3 lizardmen, the Bosun, and the First Mate.
The deck is littered with bodies. You know the Deck Wizard is alive but no where in sight. Behind the rush of adrenaline in your ears, you can actually now hear waves and birds.
| Badger the Rover |
Badger might have only scratched the crew man if the last of Blacklock's kicks hadn't driven the man into the gnome's swords. The gnome nearly get's buried by the weight of the sailor and takes a moment to pull his blades free which requires him to stand on the corpse to free the blades. He looks around, "This one's dead. These others might still be breathing albeit shallow. Did ya all git the spell slinger."
| Blacklock |
Blacklock glanced upwards towards the crow's nest...
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
If the wizard isn't there...
"Gotta be the lower decks!" rushing to the trapdoor, flinging it open and peering inside...
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Taking Dodge action, then opening locked trapdoor in captain's room.
| DM Jubal |
"Gotta be the lower decks!" rushing to the trapdoor, flinging it open and peering inside... the brawler finds the business end of a cutlass waving in his face wielded by one of the smugglers who was once banging on the trap door. The human in leather armor stands on the deck below, which looks to be an officer's quarters, preventing Blacklock from coming down without a fight.
You suspect the Bosun left of his two crew to watch his hatch when the First Mate called him to the Main Deck into the fight. The Bosun and fresh smuggler were the last two crew entering the melee at the doorway.
| Blacklock |
"Ho! There you are! You want to die?!" the brawler screamed before jumping down upon him...
Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Attack, inspiration: 1d20 + 5 ⇒ (11) + 5 = 16
Dmg: 1d4 + 3 ⇒ (2) + 3 = 5
MA: 1d20 + 5 ⇒ (18) + 5 = 23
Dmg: 1d4 + 3 ⇒ (2) + 3 = 5
...falling on top of the man's skull with the knife-edge of his elbow, right before kneeing him in the clavicle. The kid ducked a blade and back flipped away just as quickly...
Want to use whatever is left of 50 ft move to get out of melee, then using Mobile feat to avoid OA.
| Tarn Copperlocks |
"Don't do anything stupid." Tarn warned. "Got lads here near death's door. Better to let the last few get away than to have any losses on our end." That, and he thought to himself, that in a foot race he wasn't going to be the winner anyways.
| DM Jubal |
"Ho! There you are! You want to die?!" the brawler screamed before jumping down upon him...falling on top of the man's skull with the knife-edge of his elbow, right before kneeing him in the clavicle. The kid ducked a blade and back flipped away just as quickly...
Crew 7 takes 5 +5 = 10
The quarter's are cramped with no open exits, so Blacklock rebounds back up to the captain's quarters looking down on the pummeled smuggler who is beaten within an inch of unconsciousness (1 HP).
"<beep> <beep> <beep> <beep> <beep>! Stop that! I surrender!" The wounded smuggler drops his cutlass.
| Argyri Katrakis |
Argyri limps over and slaps Blacklock on the shoulder. "Nice work, kid! You're a real force to be reckoned with.
"All of ya, in fact. I won't lie, I've never had a fight this tough in my life...and hope not to again, anytime soon. But if it was gonna happen, I'm glad it was beside you lot."
| Blacklock |
I surrender!
"Noted." Blacklock responded, reaching down grabbing at the mans collar...
Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg: 1d4 + 3 ⇒ (3) + 3 = 6
MA: 1d20 + 5 ⇒ (13) + 5 = 18
Dmg: 1d4 + 3 ⇒ (2) + 3 = 5
...before headbutting him square in the nose and hauling him up.
Nonlethal takedown.
Perception, any hint of the last 2's location: 1d20 + 5 ⇒ (12) + 5 = 17
| DM Jubal |
...before headbutting him square in the nose and hauling him up. And the smuggler is now unconscious.
Looking around the quarters where the smuggler surrendered, This cabin occupies half the stern section on this deck, with one bulkhead running along the centerline of the ship. Along this bulkhead, leading up in the direction of the bow, is an enclosed companionway. At its foot, a door in the central bulkhead leads to the other part of the stern. On this door hangs a dark blue cloak.
A single bunk, the bed linen heaped in a pile, is set against the hull. At its foot is a brass-bound wooden sea chest, its lid closed. Under the bunk is a brass box, also closed.
In the center of the cabin, a plain wooden table is bolted to the deck. On it are two books, one open and propped up against the other. Beside the table is a wooden chair. Hanging from the ceiling over the table is an hooded lantern. Just aft of the hook that holds the lantern is the hatch measuring three feet on a side that you are looking down through from the captain's quarters.
With your keen eye, Blacklock notices a secret door on the aft wall of the room.
| Kwin Avassar |
Kwin will lean over the side where the guards are waiting with their rowboat. He calls out "All is well so far, but the danger may not be past. Stay alert."
Kwin will help check the fallen and bind any that are merely wounded.
| Badger the Rover |
"Let's check da rowboat. I'd hate ta think one of our foes got our escort." Badger moves out of the cabin carefully keeping his eyes toward the other side of the boat where he saw the caster earlier. He moves to the side of the boat where their rowboat stopped and looked over the side to make sure they were still there.
| DM Jubal |
At least one of the smugglers is dead. The character who delivered the last hit, can determine if the NPC is dead or not.
Blacklock waits for reinforcements with memories of weasels floating through his head.
Kwin and Badger look over the side of the ship and confirm their rowboat ride is still there. The guards wave.
Drusilla confirms the secret door has no traps, so Blacklock trips the release of the secret door. Inside this cramped area, only four feet wide at the widest, is sandwiched between the adjacent cabin and the ship's stern. It contains eight large, irregularly shaped bundles wrapped in oilskin and bound with light rope. These are piled at random on the deck, as though thrown in casually from the doorway. The eight bundles here contain the following equipment:
* 10 morningstars
* 10 longswords
* 10 shields
* 20 javelins
* 1 shield emblazoned on the front with the design of a lizard with forked tongue extended
There is no identification of any sort on any of the mismatched bundles, nor is there anything else stored in this secret area.
| Argyri Katrakis |
When Argyri sees the chest, she feels her fingers twitch. "I better see if that chest or box are trapped. First though, let's find where that wizard is hiding.
"Should we check rooms out in pairs, and then holler when we see them?"
I'm uneasy with leaving the wizard hiding out somewhere on the boat.
| Badger the Rover |
Badger nods at Argyri's suggestion. "Two should stay topside. One at the hatch in the captains cabin and someone in the door to the cabin to keep an eye on the deck and watch their back. That way if the rat runs up when we go down he'll get pinched."