| Dungeon Master Tony |
"You want the whole, sad story? I'll tell you. I used to be a pretty big deal in merchant circles. Hundreds of ships under my banner, traveling all over. We had the usual trouble--storms, pirates, sea monsters--but I hire good people and I took care of them. And the money just flowed--Anything and everything I could want. But you know what? Having that much just makes you stupid. I think getting everything you want does something to you. And I got too greedy and took a dumb risk.
There was an opportunity to just completely take over the trade from the southern jungles--rare herbs and spices. I converted almost everything I had into property deeds, bank notes, promissory notes--things of that nature. Much easier and less expensive to transport. So everything gets loaded into my strongbox and onto The Emperor of The Waves. The Emperor and a few of my best go south. There's a storm, everyone must have been blown off course and then destroyed. All ships lost. And everything I own sinks to the bottom of the southern seas--or so I thought.
Fifteen days ago, one of my old contacts spies The Emperor of The Waves, not sunk but adrift. And close--five days out. I take all of my remaining savings here, the closest friendly port. I've hired a ship--The Soul of Winter. Her captain used to be one of mine and I called in my last favor. The Soul will find the ship, and you're the boarding party. Find my strongbox. If there's anything else of value, keep it. But the box comes back to me. I use the materials therein to get my life back. And all of you get a sizable finders fee.
Issac here made some gear suggestions. Onboard The Soul of Winter I've left you a sea chest with some supplies. Some light armor for any of you needing something more appropriate for a sea voyage, crossbows, rope, grappling hooks, torches, healers kits, antitoxin, some healing potions and a couple of sacks for carrying off loot.
There. I think I've answered all your questions."
| Alisanne Skullfist |
Thank you. Is The Soul of Winter docked here in Saltmarsh? Is she ready to sail? Are you looking to leave now, on the morrow, when?
When we're ready to depart, Alisanne will look to Roberts.
Captain, you've likely had the most experience being at sea and with boarding parties. Any suggestions for gear beyond what our patron has provided?
| Dungeon Master Tony |
"Oh! Oh I'm not going. My butler and I are staying right here. But the Soul is ready to leave at first light, or whenever you get there. They are just waiting for you. They're docked--you can't miss them."
| Baghotir Nightthane |
Baghotir nods, 10% huh? Not a bad fee if there's as much in there as he says. He doesn't trust bonds and deeds as much as he does pure gold (and platinum, don't forget the platinum), but he recognizes their value.
He's in.
"I'll be ready shortly, but I suppose one more night in a soft cozy bed won't hurt anyone! Go out with the tide in any event I suspect." Not being a nautical man, "That's in the morning, right?"
He'll spend the evening going over his pack and sack. What to bring off the ship, and what to keep on. After all, can he really trust this unknown crew? Maybe they have orders to kill us once the lockbox is gained.
Baghotir vows to keep his eyes open.
Ready to go!
| Caelius Burningseeker |
"We can hep retrieve it and help get your life back in order." Caelius nods and he returns with Baghotir to begin packing. "I don't feel right leaving my armor, but he is right. It doesn't serve much of a purpose on a ship." He leaves the armor behind in his room for now as they will be returning shortly.
Embers In the Sky "aka Roberts"
|
Roberts is visibly excited at the option of going on a ship, the reward, all of it....
"Oh to feel the wind and smell the salt again. This shall be grand! Don't be supposen' we can do a tiny bit o'pirate'in while we be out there?"
She looks up at the group with the best puppy dog eyes she can muster.
Am ready to go!
| Baron Belwick Donnamoor |
"It's unlikely, Captain Roberts," Belwick says to the fairy pirate. In a lower tone he adds, "But not impossible."
| Dungeon Master Tony |
Early the next morning, you head down to the docks and catch sight of what must be The Soul of Winter. It is unlike anything you've seen before, a sail driven ironclad, with Dwarven runes etched along the hull.
Atop the gangplank, you are greeted by Captain Wolgar Windrune, a short dwarf with ruddy skin, a black beard and cold, grey eyes. He is armed as a soldier, with Dwarven splint-mail fashioned from hexagonal pieces of metal, and a broad bladed long sword at his side. Working the ship is a crew of 30 Dwarven sailors, bedecked in chain shirts and a motley of weapons.
Captain Wolgar greets you cooly but not rudely. His eye seems to have an involuntary twitch. You note that he looks a touch lean (for a Dwarf) and his hand keeps moving to touch a pouch slung across his chest that hangs at his side. (As if he needs to keep checking to be sure it's there.)
"Welcome to The Soul of Winter." He stands before you at the top of the gangplank, halting your boarding the ship. He appears to be waiting for something.
| Baron Belwick Donnamoor |
"Thank you, Captain," Belwick says, delivering a small bow to the man. "I am Baron Belwick Donnamoor, and I bring with me a group of able companions who can introduce themselves. Permission to come aboard?"
| Venn Greenbough |
"You look like you're waiting for something. You are expecting us. Issac was to coordinate with you and leave us supplies aboard."
| Baghotir Nightthane |
Baghotir, nearer the back than the front of the party on the gang plank wonders what the hold up is, and eyes the captain warily.
He'd been at sea before, and wasn't thrilled. This looks a ship more in his style, but how does it float it's so heavy. Maybe they have the same magics as his helm at work. A swimming ship. He's eager to see more.
Embers In the Sky "aka Roberts"
|
Roberts takes a deep breath of the air as she approaches the gang plank. "What a ship! Never seen a thing like her b'fore. This could be so fun."
Seeing the group paused in front of the Captain, she puffs her chest a bit at Belwick's intro and smiles "Hail Captain! I be a captain m'self! Captain Roberts at ye service. Done all sorts o' escapades on a boat! Would be a pleasure to board and give ye a hand too. Fer Issac too."
| Dungeon Master Tony |
At the request for permission to come aboard, the Dwarf Captain sighs and steps back, to the side and welcomes you aboard. Though he looks a touch unnerved by the Fairy Pirate suddenly fluttering about.
"Ah... Er... Yes. If you follow me, I'll show you to your berths. We do not have a lot of space, so you'll have to double up. We'll be leaving shortly, and once we're underway, I ask you to confine yourselves to your cabins. Truth be... I insist--it will keep you safer, and more importantly, out of our way. The weather looks to be good. I expect a smooth journey to the requested coordinates, and then... You'll see to your business, whatever that may be. No, I don't really want to know. Aubreck's business is his business and I really want no part of it. I'll take you to find The Emperor, if she's still afloat, and take you back and then he and I are quits. Now, any questions?"
| Baghotir Nightthane |
Baghotir appreciates the abruptness and clear sign of command. He's not opposed to staying in his stateroom and out of the way, and says so, "Very well. How long will the journey take?"
He hopes it's short, as he's quite curious about what they'll find at the site.
| Baron Belwick Donnamoor |
Belwick is quiet for a moment as he considers the captain's words. Baghotir then asks his question, so he adds, "How long a journey is useful, but I am the sort who likes to go into a journey with information. Especially given how Aubreck can be. So, if I may ask: why is it safer for us to stay in our quarters aboard the ship? We are all capable adventurers, and even one of us has sailing experience."
| Dungeon Master Tony |
"Aye, there's the rub--given how Aubreck can be. I don't know you. I do know him. I don't take unnecessary risks with my crew or my ship. It'll be better for all if you just stay out of the way. If the Emperor is to be found by anyone, I expect we'll find her in five days, give or take."
He is blunt, but polite, telling you this as gently as he can.
| Baghotir Nightthane |
Baghotir shrugs, he has no worries and doesn't mind spending a few days indoors, surrounded by metal walls. Hell, sounds like fun.
He'll ride out the trip going through his brewers book of recipes and notes. He wonders, if these things keep paying off, if it'd be worth it to start up a brewery in this town. Proper dwarven stout would be good for these people. He could even do a breakfast brew, using this oatmeal recipe. He flips the page and continues to dream.
| Dungeon Master Tony |
If there are no further objections... Captain Windrune leads you below to the Lower deck and the aft of the ship. There, next to sick bay are three guest cabins, cramped, but enough room for you to double up.
Tell me who's rooming with who or I can randomly assign you.
Each of you tell me how you're spending the next three days. If you do nothing but bide time and take your meals, say that. If you want to try anything, ask any questions, make any skill checks or get into shennanigans, let's resolve that.
| Dungeon Master Tony |
Oh, and your stongbox of supplies from Aubreck is here and includes: studded leather armor for any character who wants it, two light crossbows with twenty bolts each, five 50-foot coils of rope, two grappling hooks, twelve torches, two healer’s kits, six vials of antitoxin, two potions of healing, and two sacks for carrying treasure out of the ship.
Embers In the Sky "aka Roberts"
|
Roberts doesn't care who she stays with nor does she take up a lot of space, but the idea of being boarded up is going to drive her bonkers and likely going to need 'managing' to avoid not going up on deck. She'll try to distract via games (mumblety_peg?), but there's a fix shelf life to that.
| Baron Belwick Donnamoor |
"Three rooms? Very well then. Alisanne and Captain Roberts can have a room. Venn and Caelius another. That leaves Baghotir with me."
He looks over the gear provided by Aubreck, nodding with a degree of satisfaction. "This should do."
| Dungeon Master Tony |
As per slack... Advancing.
The trip is miserable. The early morning is still and everyone can feel the heat creeping up. Starting about midday, with Saltmarsh behind you, it starts to rain hard. And it does not let up. At all. You'd think that the sea-breeze and the rain would cool things down, but it doesn't and every inch of the ship is wet and hot. It is oppressive--temperatures unseasonably climb into the mid 90s F, and each of you not only has to deal with relative isolation, but with your clothes clinging to you from the sweat and the rain and the humidity. And there's no relief. Anywhere. It's like this for 3 days. Even being in your berth, the close proximity to another body is making it a touch worse.
The storm continues to pelt the ship. There's no wind to speak of--you're curious how the ship keeps moving forward without it but it does continue onward. On your few trips out of your berths, to eat or use the privvy or a brief check-in with the captain, you observe the Dwarven sailors hard at work. If the weather or the heat is bothering any of them, they don't let it show. Professional and stoic to the very end. Captain Windrune seems un perturbed by the weather and continues to be polite and proper. He definitely knows his trade, his ship, and his crew. But he lacks the force of personality you associate with the image of a Master and Commander.
Three rainy, hot, miserable days later:
ROUND 2
1. REDACTED
2. REDACTED
3. Roberts [asleep]
4. REDACTED
5. Alisanne GO
6. Belwick [asleep]
7. Dwarven Sailors TBD
8. Caelius [asleep]
9. Baghotir [asleep]
10. Venn GO
| Alisanne Skullfist |
Alisanne jumps to her feet, grabbing her flute and rapier.
Roberts! Up and at 'em sailor!
She starts heading to the stairs and onto deck. As she passes the cabins of the others, she gives them a quick kick.
Trouble up on deck!
| Dungeon Master Tony |
Alisanne is up and out the door, she sees the workers on the lower deck already scrambling to get topside.
Roberts is awake! [action and a move for Alisanne. I updated the map.]
The sounds of battle start to get louder.
Venn?
| Dungeon Master Tony |
Dwarves scramble, gather arms and start piling up the stairs.
The stairs are clogged with Dwarves. Someone will need to use their action to SHOVE to get through! Or find another way.
| Venn Greenbough |
Before: "If you don't mind, I'd like to carry one of those potions and antitoxins. I find myself... up front a lot."
----------------------
"S#! We're under attack! To arms! To arms!"
Shove (Athletics): 1d20 + 6 ⇒ (6) + 6 = 12
| Dungeon Master Tony |
Venn doesn't quite have enough movement--you need to Move and Dash to get from your room to the clogged stairwell. Venn moves and dashes and gets into it.
There's a tremendous crack and crash as the topside hatch is ripped out of the floor! From above, Picine Horrors, drop down and frenzy and move to devour any that they find! One moves with surprising speed and reaches Alisanne from behind a pile of cargo and immediately tries to slay and eat her!
Sahuagin Bite: 1d20 + 3 ⇒ (15) + 3 = 18, Piercing: 1d4 + 1 ⇒ (4) + 1 = 5
Sahuagin Spear: 1d20 + 3 ⇒ (11) + 3 = 14, Advantage: 1d20 + 3 ⇒ (15) + 3 = 18 HIT for Piercing: 1d8 + 1 ⇒ (8) + 1 = 9
Another reaches the closest door and finds Caelius just waking up!
Sahuagin Bite: 1d20 + 3 ⇒ (2) + 3 = 5, MISS
Sahuagin Spear: 1d20 + 3 ⇒ (16) + 3 = 19, HIT Piercing: 1d8 + 1 ⇒ (4) + 1 = 5
Another meets a Dwarf coming up from the lower hold and starts ripping him up. Another rips up a Dwarven Sailor that was scrambling to get topside! Blood sprays the bulkhead and floor and all of the creatures that you know must be Sahuagin start to frenzy at the smell! More Sahuagin jump down onto the lower deck! The ship is under full assault! The screams of dying Dwarves penetrate the pounding rain.
ROUND 3
1. REDACTED
2. Sahuagin Raiders!
3. Roberts GO!
4. REDACTED
5. Alisanne GO
6. Belwick GO
7. Dwarven Sailors TBD
8. Caelius
9. Baghotir
10. Venn GO
Embers In the Sky "aka Roberts"
|
Roberts immediately snaps out of her trance and shouts"To arms!" and her blades are in her hands even faster. She flies out and towards the very first target that gets into her line of vision.
Target: Fish face
Rapier Atk Roll: 1d20 + 8 ⇒ (1) + 8 = 9
Rapier Dam Roll: 1d8 + 6 ⇒ (2) + 6 = 8
Bonus: Dagger
Dagger Atk Roll: 1d20 + 7 ⇒ (14) + 7 = 21
Dagger Dam Roll: 1d4 + 5 ⇒ (1) + 5 = 6
Sneak Atk Dam Roll: 2d6 ⇒ (2, 6) = 8
| Dungeon Master Tony |
Dagger hits! Roberts, remember to take your Cunning Actions.
From Above, you hear... Nothing important!
Alisanne and Belwick GO!
| Alisanne Skullfist |
Alisanne pulls away from the spear thrust of the Sahuagin. She brings her flute to her lips, playing a sombre dirge, and floats up into the air.
Doss Flute, Levitate 20'
Don't worry, Roberts! You got this! You're in your element!
Bardic Inspiration to Roberts
For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
When granting a creature a Bardic Inspiration die, you summon a Mote of Potential that orbits within 5 ft. of the creature.
Ability Check. The Bardic Inspiration die can be rolled again - choose which roll to use.
Attack Roll. The target and each creature of your choice that you can see within 5 ft. of it must succeed on a CON saving throw (DC: 14) or take thunder damage equal to the number rolled on the Bardic Inspiration die.
Saving Throw. The creature using the Bardic Inspiration die gains temporary hit points equal to the number rolled on the Bardic Inspiration die +4
| Baron Belwick Donnamoor |
Belwick rises, quickly opening the door and stepping out of his quarters. Upon seeing the melee he curses. "Sahuagin! It was only a matter of time, but... did it have to be now?!"
Accustomed to combat, Belwick hastily weaves a spell. Four glowing darts of force appear in air near the baron, only to streak away unerringly toward the nearest sea devil.
Magic Missile vs Sahuagin: 4d4 + 4 ⇒ (3, 3, 4, 4) + 4 = 18
| Alisanne Skullfist |
As per Slack, revising turn
With the new chaos of the Sahuagin around her, Alisanne flips between the two beside her, over several crates, to stand next to Roberts. She then calls for eldritch energy to bathe the new foes in flame.
Fairie Fire in the middle of the hold, catching all of the Sahuagin. Reflex DC14
We got this, Roberts! A golden quarter notes floats around the fairy's head.
Bardic Inspiration to Roberts
For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
When granting a creature a Bardic Inspiration die, you summon a Mote of Potential that orbits within 5 ft. of the creature.
Ability Check. The Bardic Inspiration die can be rolled again - choose which roll to use.
Attack Roll. The target and each creature of your choice that you can see within 5 ft. of it must succeed on a CON saving throw (DC: 14) or take thunder damage equal to the number rolled on the Bardic Inspiration die.
Saving Throw. The creature using the Bardic Inspiration die gains temporary hit points equal to the number rolled on the Bardic Inspiration die +4
| Dungeon Master Tony |
The northern Sahaugin gets an oppo attack, but you have +2 to AC for cover...
Claw: 1d20 + 3 ⇒ (16) + 3 = 19, HIT for Slashing: 1d4 + 1 ⇒ (4) + 1 = 5
Alisanne's spell catched for of the creatures, the closest one dodging.
Belwick's spell destroys the Sahaugin closest to the group.
The Dwarven Sailors try to rally and fend off the Sauhaugin. The work together and, surprise passed, making a fight of it.
One sailor withdraws from the stairway that leads up. He is breathing heavy and trying to bandage his wounds. A very wounded Sahuagin stands at the top of the stairs, it's eyes out of focus and in a state of blood frenzy.
Caelius, Baghotir and Venn GO!
ROUND 3
1. REDACTED
2. Sahuagin Raiders!
3. Roberts GO!
4. REDACTED
5. Alisanne
6. Belwick
7. Dwarven Sailors
8. Caelius GO
9. Baghotir GO
10. Venn GO
| Baghotir Nightthane |
Condition: None
- - -
Baghotir grabs his spear hammer and magic helmet before heading out into the hall (single move).
I doubt I also get a swing, but if I do, I take it!
Warhammer (magic): 1d20 + 7 ⇒ (4) + 7 = 11
damage B: 1d8 + 5 ⇒ (2) + 5 = 7
| Caelius Burningseeker |
Caelius grabs his handaxe as a Sahaugin manages to squeeze into his small chambers. "What's going on out there? Everyone alright?" He yells out not able to see out of his room as there is a lot going on at once. He swings teh handaxe, as it is much easier to handle in tighter quarters such as these.
Handaxe: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
HP 35/40
AC 17 (+2 (19) w/ Shield)
Short Rest Die 4/4
Action Surge 1/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 4/4
| Venn Greenbough |
Venn curses the tight quarters, cognizant of the dangers. He strides forth to meet a sahuagin in melee:
ATK: 1d20 + 7 ⇒ (6) + 7 = 13 for DMG if hit: 2d6 + 5 ⇒ (2, 1) + 5 = 8 DMG if hit: 2d6 + 5 ⇒ (5, 3) + 5 = 13
The leap to battle fuels Venn's fury at the enemy: Ambusher: 1d20 + 7 ⇒ (19) + 7 = 26 for DMG if hit: 2d6 + 5 ⇒ (1, 6) + 5 = 12
Style reroll: 1d6 ⇒ 4 Net: 15 DMG
Embers In the Sky "aka Roberts"
|
Like an arrow, Roberts flies towards her next victim, her rapier the pointed ahead. "Ye won't befoul this ship!"
Target: Southwest of Baghotir
Rapier Atk Roll: 1d20 + 8 ⇒ (14) + 8 = 22
Rapier Dam Roll: 1d8 + 6 ⇒ (6) + 6 = 12
Sneak Atk Dam Roll: 2d6 ⇒ (1, 4) = 5
Bardic Inspiration Damage, CON saving throw (DC: 14)
Thunder Dam Roll: 1d6 ⇒ 1
Bonus: Cunning, Disengage from 2nd and move back to original spot.
| Dungeon Master Tony |
The warriors on the lower deck clash with the raiders!
Checking on rules for Venn
Up above, the battle continues to rage.
Venn, from your vantage point you can see something enormous straddling the open hatch on topside. If it's a fish man, it's a biggun.
A headless dwarf sailor's corpse falls down onto the lower deck from above.
A Sahuagin, bleeding cold fishy blood from dozens of wounds charges down the stairs and slaughters a Dwarf! Another drops down from above and joins the battle downstairs. Rain pours down from above and the lanterns here, providing dim light, flicker and sway.
-Caelius takes 2 points from his attacker.
-A fish man climbs the cargo and attacks Venn for 6 Points of damage. The Dwarf standing next to him takes a spear to the belly!
Roberts nearly fells a foe with her rapier, but the mote of inspiration explodes and both Venn and Baghotir need to make a DC14 Con save or take a point of damage from the blast.
A Flash of Light briefly lights up the skies above the ship.
ROUND 4
1. REDACTED [REDACTED]
2. Sahuagin Raiders! More Murder and Mayhem
3. Roberts Nearly a Kill
4. REDACTED [REDACTED]
5. Alisanne GO
6. Belwick GO
7. Dwarven Sailors
8. Caelius
9. Baghotir
10. Venn
| Baron Belwick Donnamoor |
"Whatever is up above deck, needs to be dealt with!" Belwick shouts to the others. "I can get up there quickly, but I can't bring any of you with me."
He then barks out the words to a spell, releasing more magic missiles into sea devils. The first one flies out towards the one Roberts struck.
Magic Missile vs Sahuagin: 1d4 + 1 ⇒ (4) + 1 = 5
The others strike the one fighting Caelius.
Magic Missile vs Sahuagin: 2d4 + 2 ⇒ (1, 3) + 2 = 6
| Alisanne Skullfist |
Alisanne keeps playing her flute, a whimsical waltz, to keep the flames bruning on the Sahuagin. Just before the refrain, she shouts at the one squaring off against Baghotir about its sketchy lineage with a mollusk.
Vicious Mockery, Wis14: 1d4 ⇒ 3, and disadvantage on its next attack.
| Dungeon Master Tony |
ROUND 4
1. REDACTED [REDACTED]
2. Sahuagin Raiders! More Murder and Mayhem
3. Roberts Nearly a Kill
4. REDACTED [REDACTED]
5. Alisanne Vicious Mockery FAIL
6. Belwick KILL and two Hits with Magic Missile!
7. Dwarven Sailors continue to fight for their lives!
8. Caelius
9. Baghotir
10. Venn
Alisanne's spell fails to get through to the alien creature, but Belwick's spell kills one Fish Man and wounds another!
Caelius, Baghotir and Venn are up!
| Baghotir Nightthane |
Condition: None
- - -
There's a symbol on the critter next to me, and I don't know what it means. I'm assuming it's a possible target though, so...
Baghotir takes his swing at the fishy menace. A small, very small, part of him wonders if they taste like fish. He shudders.
Warhammer (magic): 1d20 + 7 ⇒ (13) + 7 = 20 or Warhammer (magic): 1d20 + 7 ⇒ (3) + 7 = 10
damage B: 1d8 + 5 ⇒ (8) + 5 = 13
Then with his bonus action, he swings again by the grace of Clangeddin!
Warhammer (magic): 1d20 + 7 ⇒ (11) + 7 = 18 or Warhammer (magic): 1d20 + 7 ⇒ (17) + 7 = 24
damage B: 1d8 + 5 ⇒ (1) + 5 = 6
If he can/needs to, after dropping the sahuagin next to me, he'll move to the next stepping over its body.
| Venn Greenbough |
"Blast! There's something big up top. Quickly, we need to get there before it wrecks the ship!"
Venn quickly swings at the foe limned in Faerie Fire before him:
ATK: 1d20 + 6 ⇒ (8) + 6 = 14
ATK: 1d20 + 6 ⇒ (15) + 6 = 21 for DMG if hit: 2d6 + 5 ⇒ (6, 4) + 5 = 15
| Dungeon Master Tony |
There's an unexplained flash of light and the hulking figure straddling the open hatch becomes visible.
| Caelius Burningseeker |
Still stuck in the room Caelius grabs his shield from near his bed and keeps hacking at the sea devil. "I can't get out of here!"
Handaxe: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Surge Handaxe: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
HP 33/40
AC 17 (+2 (19) w/ Shield)
Short Rest Die 4/4
Action Surge 0/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 4/4
| Dungeon Master Tony |
Caelius critical hit: 1d6 ⇒ 1
You Crit! Next time, remember you get to roll more dice.
Caelius's axe makes quick work of the fish man before him and his way out into the hold is clear. A surly looking Dwarven Ship's surgeon sees the fish man die and nods in appreciation before turning to the melee out in the hold.
You continue to hear dwarves dying all around you and roars from above deck. Another Sahuagin comes down the stairs and bolts around the corner going right for Venn. Venn takes a CRITICAL HIT for an underwhelming 3 points of damage! but the Sahuagin on the cargo bits nearby also scores a pair of hits, one of them critical! Venn takes another 13
ROUND 5
1. REDACTED So many dead dwarves...
2. Sahuagin Raiders! More Murder and Mayhem
3. Roberts GO!
4. REDACTED [REDACTED]
5. Alisanne
6. Belwick
7. Dwarven Sailors
8. Caelius
9. Baghotir
10. Venn