weapons: Great Sword. att+7 damage: 2d6+5. Slashing.( Which looks small, like a longsword or shortsword in his hands)
dagger. m:att7, r:att +1. damage 1d4 + (5m/1r) thrown piercing range. 20/60
Breath Weapon: lightening
A scatter of bolts spread from the Fin's bow, only one coming anywhere close to Gil, and suddenly a new berg floated right in the pirate ship's path. Gil muttered "Right right, eyes on the shooter, not on the lady."
His shot went embarrassingly wide and splashed into the water well to port of the Fin. "Least they're as bad at this as me."
Action Summary Bonus Action: Move: if available, behind partial cover Object Interaction: Action: shoot at whoever looks the most injured, second choice would be least armored Free Action: Reaction: Shield if hit
Morgan quickly reached the end of the rope that she had given herself, and when she popped through the waves and back to the surface, she saw the enemy vessel before her, seemingly unaware of the threat that she meant to pose to them. With stoic repetition, the primordial woman commanded a second ice cube to emerge a good few feet in front of the first one. At their speed... How many will they sustain hitting...? Will two suffice to break them...? Making the water crystalize into the heavy objects took Morgan several seconds, and now she was already rather close to their railing. Each cube that she called forth would leave herself open for the pirates to take an attempt at her life. Umberlee's own was enveloped in the cold of the depths, and it made her feel calm to know divine magic would help protect her as a replacement for the shield made of nacre that she had left behind on The Journey. She felt the rope that she was holding on grow taut and the momentum gripped her to pull her away from the frozen gifts to the pirates. The moment of impact was near. Answer me, Devil's Fin... Answer my call to the Wave...
Movement: Moving 20' until the remaining slack is gone, then resuming getting dragged Action: Cast Shape Water to create an ice cube 30' diagonally in front of her directly into the Devil Fin's path Bonus Action: - Reaction: - Notes: Affected by an active Sanctuary spell Rolls: -
Racial abilities: Acid Resistance | Swim speed: 30 ft | You can breathe air and waterAmphibious | You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.Call to the Wave 1/1
Class abilities:Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.Disciple of Life | This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.Favored Foe 2/2 | You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: 1. You ignore difficult terrain. 2. You have advantage on initiative rolls. 3, On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: 1. Difficult terrain doesn't slow your group's travel. 2. Your group can't become lost except by magical means. 3. Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger. 4. If you are traveling alone, you can move stealthily at a normal pace. 5. When you forage, you find twice as much food as you normally would. 6. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.Natural Explorer | You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.Fighting Style (Druidic Warrior)
Feats & Background:Recall all maps and geography, find fresh water and food for 5 other people per dayOutlander
Equipment: Coral amulet (holy symbol) | Shillelagh: Attack bonus (+5), magical bludgeoning damage (1d8+3)Seashell staff (druidic focus) | Attack bonus (+4), bludgeoning damage (1d8+2), Versatile (d10)Warhammer |Javelin: Attack bonus (+4), piercing damage (1d6+2), Thrown (30/120)Harpoon | Nacre shield | Instrument of Illusions: While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.Holographic chime | Healing kit (10/10) | Goodberry ( given to crew 12/12)
Spell stats: Spell DC (13) | Spell Attackbonus (+5)
Storm Waits and watches. " I don't see anything doing anything to the pirates ship. I say it's not gonna sink that way and we should pull her back before they kill her.', He says. Thinking she'll die before admitting failure. And well looks like I'll be killing pirates very soon at this rate. Storm stands doing nothing but ready to hop into action on a moment's notice..
weapons: Great Sword. att+7 damage: 2d6+5. Slashing.( Which looks small, like a longsword or shortsword in his hands)
dagger. m:att7, r:att +1. damage 1d4 + (5m/1r) thrown piercing range. 20/60
Breath Weapon: lightening
Morgan creates another cube, then she, Storm, and Tolan, some more hopeful than others, watch the Devil’s Fin continue forward heedlessly…
The ship knocks them aside with a modest thud. Each cube bounces along the side of the Fin, but this sound is drowned out by the increasing cheers and jeers of the pirates, who now have a good view, and increasingly good line of fire, on Morgan.
Meanwhile, the odds in the long-range crossbow contest are beginning to show. Gil is shooting worse than ever, but one of the pirates finally 19 hit, 8 dmglands a countershot on the half-elf.
Poor cubes. ): From my research, the Fin has about 25 times the mass of one of those cubes. My armchair physics tells me they’d be negligible obstacles.
figure
relative distance
Journey stern
0
Morgan
170
Devil's Fin Bow
220
Cube1
250
Cube 2
270
The Fin is moving 10’/turn relative to the Journey and Morgan, and 80’/turn relative to anything (like a floating ice cube) stationary in the water. The Journey is moving 70'/turn relative to anything stationary. Those numbers are for a full turn, i.e., as if they are Dashing. I’m applying both ships’ movement at the end of the enemy turn.
By "climbing" the rope with both hands, Morgan can move 10'/turn closer to the Journey, further from the Fin. By releasing slack in the rope, she turns herself stationary, adjusting her effective speed by the numbers above. E.g., she can release the slack and swim/Dash toward the Fin at a rate of 80+60 = 140'/turn.
name
ac
hp
status
notes
Gil
14
23/31
normal
Fey res., Sorc point 3/3, 1L 4/4, 2L 2/2, GB 6/6, HD 3/3
Storm
16
18/18
normal
Ltng res., Breath 1/1, Chan div 1/1, 1L 3/3, GB 6/6, HD 2/2
Tolan
14
21/21
normal
Fright ADV, Lucky, GB 6/6, HD 3/3
Morgan
16+2
30/30
sanctuary, rope harness
Acid res., Fav. foe 2/2, 1L 4/4, GB 12/12, HD 2/2, hd 1/1
weapons: Great Sword. att+7 damage: 2d6+5. Slashing.( Which looks small, like a longsword or shortsword in his hands)
dagger. m:att7, r:att +1. damage 1d4 + (5m/1r) thrown piercing range. 20/60
Breath Weapon: lightening
The cubes thudded into the Fin's bow and tumbled aside as the Fin returned fire. Gil grunted as one of them found the range, and muttered "Bastards." He turned to one of the crew. "Here, looking for cover if possibleyou guys got a barrel lyin' around, a crate maybe? Could use somethin' between me an' them."
Barely summoning up the presence of mind to Shield as Reaction if hitcast if another pirate got lucky, he reloaded and fired again. It was hard to tell at the distance, but he thought he might have hit a cabin. One of the crew pushed a barrel to the railing and he ducked behind it.
"Ya sure its been three minutes yet, Storm? Awful fast three minutes."
Action Summary Bonus Action: Move: if available, behind partial cover Object Interaction: Action: shoot at whoever looks the most injured, second choice would be least armored Free Action: Reaction: Shield if hit
Morgan looked at the pirate ship in front of her with anticipation, yet when the ice cubes collided with the wooden bow of the Devil Fin they were simply barreled aside by the superior force of the pirate vessel, the force behind their weight far too small for how sturdily the Devil Fin had been built. And although observing these results was deeply disappointing for Morgan, the stillness of her face was never broken as she felt herself being dragged along by the Journey. That was... too weak...? The cleric of the deep had felt the might behind the single cube of ice that she had created and she had felt that surely it had to be enough to sink a wooden bastion like those that she had found at the bottom of the ocean in her youth. To learn that the land-treading races were ingenious enough that their vessels could easily stomach impacting with such forces of nature was humbling, in a way, yet it also put into perspective what one as small as her was able to do. After all... I am not Umberlee...
The primordial woman had been shown the evidence that she had lacked to understand the forces at play and now her opinion of ships had risen. It seemed that these humans who could not breathe the sea had good reason to trust in their vessels to protect them from drowning as long as there were no storms involved. And such powers were far out of Morgan's purview, even as one who followed the Wavemother. To recognize herself as powerless against the pirate vessel was far from disturbing for Morgan though, because after all the ships of men had been built specifically to brave the powers of water and the sea. And still, Captain Schon had said herself that they could only defy Istishia's powers so much, and thus the original plan of freezing the Fin's rudder emerged back on the forefront of the genasi's mind. And then Morgan felt the faint hint of additional pull added to the rope which she was holding on to. Am I... being retrieved?
It seemed that the harmless ice cubes had made Storm decide that it was time for Morgan to return to the deck of their allied vessel, but the primordial cleric had not seen her mission completed yet. And although she had received her answer to the question of whether she was able to break a ship's hull on her own power, Morgan rightly saw the original task which she had dove into the waves for as unattempted. There was a possibility that freezing the pirate's rudder would prove as equally useless as laying blocks of ice into its pathway, but Morgan was undaunted to let the pirate vessel show such evidence to her first. Watch your faithful servant remain as fluid as the Water Lord created my kind. The undine quickly let go of the rope which was pulling her away from her target, and as the pirates jeered at the opportunity to take her back under fire, Morgan swiftly robbed them of that chance for the moment as she dove underneath the waves again. She had gotten close enough to the Devil Fin that the enemy vessel would overtake her now, and so she readied herself to freeze the wooden hind fin into place. It was not going to prove to Umberlee that Morgan was strong enough to swim above her shadow, but it would show her as crafty and a survivor nonetheless. To protect... this crew and my pack!
Movement: Dive past the Fin for the rudder Action: Ready to cast Shape Water on the rudder Bonus Action: - Reaction: - Notes: Affected by an active Sanctuary spell, free item interaction to drop all slack Rolls: -
Racial abilities: Acid Resistance | Swim speed: 30 ft | You can breathe air and waterAmphibious | You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.Call to the Wave 1/1
Class abilities:Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.Disciple of Life | This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.Favored Foe 2/2 | You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: 1. You ignore difficult terrain. 2. You have advantage on initiative rolls. 3, On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: 1. Difficult terrain doesn't slow your group's travel. 2. Your group can't become lost except by magical means. 3. Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger. 4. If you are traveling alone, you can move stealthily at a normal pace. 5. When you forage, you find twice as much food as you normally would. 6. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.Natural Explorer | You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.Fighting Style (Druidic Warrior)
Feats & Background:Recall all maps and geography, find fresh water and food for 5 other people per dayOutlander
Equipment: Coral amulet (holy symbol) | Shillelagh: Attack bonus (+5), magical bludgeoning damage (1d8+3)Seashell staff (druidic focus) | Attack bonus (+4), bludgeoning damage (1d8+2), Versatile (d10)Warhammer |Javelin: Attack bonus (+4), piercing damage (1d6+2), Thrown (30/120)Harpoon | Nacre shield | Instrument of Illusions: While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.Holographic chime | Healing kit (10/10) | Goodberry ( given to crew 12/12)
Spell stats: Spell DC (13) | Spell Attackbonus (+5)
While Gil endeavors to find a way to more effectively duel with the pirates, Storm decides that the time to abort Morgan’s mission had come, and begins to reel her in. Feeling this tug and having found no success with making cubes, Morgan makes her big move.
She watches the hull of the Devil’s Fin pass above her. The ship’s bulk is terrifying from this angle, and its modest speed, seemingly inconsequential from the deck of the Journey, gives a very different impression to the genasi as she watches from a static position beside it. This thing would hit like a whale; it is good to be outside its path.
Morgan The rules should probably give marine races good underwater vision, so I’ll pretend visibility isn’t an issue.peers up through the water, looking for the target described to her by Gil and the Journey’s crew. It isn’t hard to find. The Fin’s hull, like the Journey’s, is smooth, clean, and unadorned, all the way to the very end – the tail end, where Morgan sees the great beast’s disproportionately small tail. She has come to understand, of course, that this is so because this tail provides only steering, not propulsion. If she can disable it, she will not paralyze the ship entirely, but will only cripple its ability to change course.
At these speeds, Morgan only has a few attempts at this attack, but as it turns out she needs only one. The genasi waves her hand through the water and a mass of ice appears around the rudder, filling the spaces around the big board, holding fast to the rudder and hull. Success! Now will it hold?
Those aboard the Journey can't tell what has happened yet.
Storm pulled Morgan back at 30'/turn.
Gil missed, of course. The pirates have now copied his tactic of waiting behind cover. Let’s hold off on those exchanges for the moment – they’re boring, mostly inconsequential, and probably to the enemies’ benefit.
figure
relative distance
Journey stern
0
Devil's Fin Bow
210
Morgan
240
The Fin is moving 10’/turn relative to the Journey and Morgan, and 80’/turn relative to anything stationary in the water. The Journey is moving 70'/turn relative to anything stationary. Those numbers are for a full turn, i.e., as if they are Dashing. I’m applying both ships’ movement at the end of the enemy turn.
Morgan's rope is now completely slack, all 470' of it. Storm and/or Morgan can reel in the slack at 60' per full turn devoted to that.
name
ac
hp
status
notes
Gil
14
23/31
normal
Fey res., Sorc point 3/3, 1L 4/4, 2L 2/2, GB 6/6, HD 3/3
Storm
16
18/18
normal
Ltng res., Breath 1/1, Chan div 1/1, 1L 3/3, GB 6/6, HD 2/2
Tolan
14
21/21
normal
Fright ADV, Lucky, GB 6/6, HD 3/3
Morgan
16+2
30/30
sanctuary, rope harness
Acid res., Fav. foe 2/2, 1L 4/4, GB 12/12, HD 2/2, hd 1/1
Last edited by secretID; Apr 28th, 2022 at 02:10 PM.
weapons: Great Sword. att+7 damage: 2d6+5. Slashing.( Which looks small, like a longsword or shortsword in his hands)
dagger. m:att7, r:att +1. damage 1d4 + (5m/1r) thrown piercing range. 20/60
Breath Weapon: lightening
The pirates held fire and Gil did the same, Readied crossbowsteadying the stock of his bow atop the barrel and hoping the Fin's crew could see that firing on Morgan could cost one of them their lives. Storm continued to haul in the rope; Gil hoped the cleric knew what he was doing, because Gil certainly didn't.
Action Summary Bonus Action: Move: stay behind 1/2 cover Object Interaction: Action: if the Fin's crew fires, return fire Free Action: Reaction: shoot at whoever looks the most injured, second choice would be least armored
Morgan focused on her elemental gifts and as the ice came into being and captured the pirate's method of steering their vessel, part of her doubted that it could hold such a beast that had even overcome ice blocks that would have smashed a living person and broke their bones at these speeds. But the other part of her was proud to have reached the conclusion that had been expected of her, and now only Schon's words had to hold true for the Journey to escape eventually. If the predator lames... the prey escapes... And although the primordial woman didn't even think to allow herself to become prey to these pirates, even if she forwent striking them down in retribution she had to acknowledge that in this race of ships the Journey had been counted as prey.
While the divine magic of Umberlee still held Morgan in a protective bubble that meant to turn attacks directed at her away, the sea was an even greater shield against those that are restricted to breathe air. As she dove away from the frozen rudder the ocean blue around her was far and wide. To a human pirate, it spelled death if they got lost in it. And even Morgan would be lost to be left behind at the speeds that these vessels were going, but that's why she had tied herself to the rope and the strange harness that Schon had fastened for her. It would take a bit of time to catch up with the Journey, but first Morgan moved to simply get some distance from the pirates that could still harry her once the rope would grow taut and inevitably pull her back to the surface again.
Movement: Dive away from the Devil Fin Action: Dash action Bonus Action: - Reaction: - Notes: Affected by an active Sanctuary spell, free item interaction to start regathering slack Rolls: -
Racial abilities: Acid Resistance | Swim speed: 30 ft | You can breathe air and waterAmphibious | You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.Call to the Wave 1/1
Class abilities:Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.Disciple of Life | This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.Favored Foe 2/2 | You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: 1. You ignore difficult terrain. 2. You have advantage on initiative rolls. 3, On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: 1. Difficult terrain doesn't slow your group's travel. 2. Your group can't become lost except by magical means. 3. Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger. 4. If you are traveling alone, you can move stealthily at a normal pace. 5. When you forage, you find twice as much food as you normally would. 6. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.Natural Explorer | You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.Fighting Style (Druidic Warrior)
Feats & Background:Recall all maps and geography, find fresh water and food for 5 other people per dayOutlander
Equipment: Coral amulet (holy symbol) | Shillelagh: Attack bonus (+5), magical bludgeoning damage (1d8+3)Seashell staff (druidic focus) | Attack bonus (+4), bludgeoning damage (1d8+2), Versatile (d10)Warhammer |Javelin: Attack bonus (+4), piercing damage (1d6+2), Thrown (30/120)Harpoon | Nacre shield | Instrument of Illusions: While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.Holographic chime | Healing kit (10/10) | Goodberry ( given to crew 12/12)
Spell stats: Spell DC (13) | Spell Attackbonus (+5)