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Stink in Ship's Towers

(I corrected my above post. I'm not sure what you feel you are missing - I'll ask for your actions, and if the situation changes in a way that makes the action meaningless or problematic, I'll try to give you a chance to change it. If you can give more actions based on probable situations, that can smoothe out the battle. For example, you can expect more Balance checks as the ship drifts.
I'll write up the next round soonish.)
 

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Dusky
Captain Pepper
Kuther - 19
Kenn - 16
Eel
Kathan - 5
Sailors

Kuther struggles back up, and casts his magic missile at the Eel, hitting the smuggler squarely in the chest, just as Kenn charges and brings his sap down on the criminal (no sneak attack since Kathan is prone). The Eel manages to retaliate by striking his dagger into Kenn's stomach (Kenn takes 6 damage), then adjusts his position slightly so that he isn't between Kathan and Kenn when the former gets back up.

(Kathan's turn)
 

Kathan grimaces as he pulls himself to his feet, fully aware that he is leaving himself open to attack. Once he is on his feet, he grabs his morningstar in both hands and aims to attempts to introduce the Eel to it's pointy end.

Attack: 1d20=10

Unfortunately though, he hasn't quite recovered from his fall and his aim goes wide.

" Stop moving around so I can clobber you! " he exclaims.
 

Kenn has never liked the feel of cold steel against his flesh. Actually in his flesh is worse.
He staggers back, attempting to make it look like merely a flesh wound, where merely a means sucking and flesh means chest.

Kenn looks up, hoping the Eel has stepped under a sail or a hanging crate he could cut loose to fall on him. Immediately something else comes to his attention.

Overhead, you hear screeching, and anyone who looks up sees a couple of small drakes, seeming to investigate the ship from their vantage point.

"Great Sovereign Host! Firedrakes!"

If the Eel has stepped under something Kenn thinks he can cut loose, he tries this. Otherwise, he takes a 5 foot step to attack the Eel. If it takes more than that, I have to start asking how big this boat is and think of something else.
Let me know what dice I ought to roll.
 

Khuther Qbyer - Dwarf Sorcerer Lvl 1 Spells 4 -> 3

Khuther afraid of spoiling the bunty by killing the Eel moves towards him while he grasp his morningstar from his belt, not noticing the drakes above him.

Khuther will deal subduall damage at his best ability and will keep doing it until the Eel is down or he gets attacked by him.
 

Kathan staggers to his feet attempting to bring down the Eel with his morningstar, but only dents the planks. The smuggler only snorts to the changeling's exclamation. Several of the crewmen continue their struggle, but with six of them having lost their footing, two sailors turn their attention to Captain Sarim and Dusky, while two more charge at Kathan and Kuther. However, the banking and jolting of the ship interferes with their assault, and their strikes go wide.

As Kenn checks whether he can cut something loose to drop on the Eel and notices the drakes (which don't seem particularly fiery), he is rudely reminded that the ship may need all of its rigging intact to survive through this ordeal, as the ship once more scrapes against the cliffs, even more forceful than before (Balance check DC 12). Not that there even is a convenient rope, hook, or other object to cut down.
This time around, none of the crew or the Eel fall down. Captain Pepper and Dusky continue their struggle.
(Kenn and Khuther can change their actions if it becomes necessary)
 


First, Kenn falls over.
Kenn's balance check (1d20+2-2=2)
That's it. This sucks.

He looks up at the drakes. They don't look fiery yet.

But the flumph have taken out two-thirds of the rescue party, the crew's mutinying, the ship's crashing, and I have a sucking chest wound. The way our luck's running, of course they're firedrakes.

Kenn rolls to his feet and points upward. "Here come the drakes!" He hopes to see the Eel duck, opening him up for an attack on the next round.

Kenn's Bluff Feint (1d20+5-2=13)
 

Balance: 1d20-1=13

Fortunately for Kathan, the momentum of his last failed attack has helped him to keep on his feet this time, barely. Wary of their new playmates, he attempts to manoeuver into a position that will allow him to avoid being flanked, and attack the Eel. If that isn't going to work though, he's prepared to settle for taking down the Eel.

Hefting his morningstar once more, he takes another desperate swing at the smuggler.

Attack: 1d20=16

Damage: 1d8+1=5
 

Dusky
Captain Pepper
Kuther - 19
Kenn - 16
Eel
Kathan - 5
Sailors

Kuther elegantly moves with the jolting of the ship as he attempts to break off the sailor that engaged them, but unfortunately, in doing so, he neglects to pay proper attention to the sailor who had charged him, and who now pierces the dwarf's left side cruelly (5 damage). Kuther still makes his way to the smuggler, but with his desire not to hurt their target too much, he fails to connect solidly (total attack roll 12).
Kenn blurts out his "warning" as he stands up again, but the Eel does not seem to be too convinced of that move.
The Eel draws back from the dwarf, and and apparently gets himself into a position to jump off the ship as Kathan (who got away from "his" sailor without a scratch) strikes him into the stomach, dropping the smuggler finally. Unfortunately, that doesn't get you off a ship that is in the middle of a mutiny. Especially as another stench wave comes over the ship, reminding you of the flumphs (same deal as before, Fort 12 against sickening).
 

Into the Woods

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