Your Benevolent Dictator |
Enemies: 5d20 + 4 ⇒ (2, 7, 14, 16, 10) + 4 = 53 (avg slightly more than 10)
Party: 3d20 + 7 ⇒ (8, 10, 5) + 7 = 30 (avg 10)
Editable map is updated. I didn't recognize one of the icons. Is that Saranda's new avatar? Also, I'm not showing your allies so that the map doesn't get overcluttered (and because most of them won't be any good in a fight). You can move and 5ft-step normally but assume they're present in unoccupied squares for AoE purposes.
The Mitrans jump back in surprise at the manifestation of a hellspawn abomination but are quick to recover. The captain draws his sword and points it at Hecate. "Heretic! You and your minions will rue this day."
It's not shown on the map, but the Mitran vessel is be at the 2-o'clock position. There are eight sailors there, and they're unslinging bows.
Surprise Round Complete
They won initiative but had to draw weapons. You're good to go.
Robin Weaver |
Wild Magic check: 3d100 ⇒ (9, 26, 65) = 100 <- we got a winner!
Spending one spell points to let companion stay without concentration.
Spending two more spell points for a boosted Fire Orb covering as many of the bow-slingers as possible(10-feet radius)
Fire!: 3d6 ⇒ (5, 6, 1) = 12 DC 17 Reflex for half + DC 17 Reflex Save or catch on fire.
Robin focuses her attention on the Mitran Vessel. Bowman could be...dangerous. Tiny wisps of flame dance around her form, gathering into a single stream snaking around her and up into the sky, when suddenly a massive eruption of flame covers the area of the enemy ship most densely packed with sailor-soldiers.
Meanwhile, her companion wastes no time in rushing forward from it's hiding place, assailing the enemy captain.
1d20 + 9 ⇒ (3) + 9 = 12
But it was still disoriented from rushing into action from hiding.
@Icon: I exchanged Saranda. She has two pics at the bottom of her profile, one that shows how she starts out in human form, and one at the end of her transition. I figured if Hecate and Robin get to have their fancy custom pics, it's only fair to do the same for Saranda. Also, it helps me think of her as a human woman, rather than some infernal creature :)
Saranda Damusil |
"O' come on now, just your lucky day Mitran's, now lay down and die!" Saranda laughs as she chants in Infernal and makes bizarre hand gestures.
Casting Grease on that Mitran Captain and the soldier right behind him. It is a DC:16 Reflex Save. Thanks for changing the icon Robin. I think maybe level 9 I'll change it to her more Infernal look.
Hecate Reeve |
Hecate rolls her eyes. She's long past expecting originality from Mitrans, but really?! "Rue this day"?
She doesn't bother replying. Instead, she gestures and those archers who survived Robin's fire are covered in blinding glitter.
Casting Glitterdust on surviving archers, DC 18 will save or be blinded. If no archers survived, will cast it on captain.
At the same time, the lemure does its best to eviscerate the captain.
Claw: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Confirm critical: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Critical Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Confirm critical: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Critical Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Robin Weaver |
Correction needed: the DC's for half damage and to avoid catching fire are DC 16(=10+1/2 level + Casting Attribute)=(10+3/2+5)=10+1+5; I had originally messed up and thought we'd been Level 4, then only corrected the damage. Anyway, the DC's are one lower at 16.
Your Benevolent Dictator |
Burn: 2d20 + 1 ⇒ (6, 2) + 1 = 9
Damage: 2d6 ⇒ (3, 4) = 7
Grease: 2d20 + 1 ⇒ (2, 11) + 1 = 14
Glitterdust: 3d20 ⇒ (4, 6, 10) = 20
Acrobatics: 2d20 - 4 + 1 ⇒ (15, 2) - 4 + 1 = 14
AoO: 1d20 + 2 ⇒ (5) + 2 = 7
Captain: 1d20 + 10 ⇒ (8) + 10 = 18 Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Glitterdust: 3d20 ⇒ (2, 16, 13) = 31
Your opening volley of magic is brutally effective. Although the Mitran vessel appears to have some magical fire-resisting enchantment, the sailors aren't so lucky. Almost half of them die instantly as Robin's fireball engulfs them, and those that escaped the worst of the blast dive into the ocean in an attempt to douse the flames. In these frigid waters, the cold will do them in - if the sharks don't get them first. The surviving archers barely have time to react before they're covered in sticky, sparkling powder. Frantically, they begin attempting to clear their vision.
Aboard the Frosthamar, Saranda's spell knocks both of her targets to the deck, where the Captain is an easy target for the lemure. He suffers a pair of serious wounds but refuses to surrender. Struggling to his feet, he deflects an attack with his shield before delivering a solid blow to the devil's head - which fails to penetrate its infernal hide. Grumblejack picks this moment to burst from his hiding place, roaring with delight at the 'merry mayhem.' Seeing the giant, the other Mitrans (clearly new to the horrors of battle) barely manage to stifle terrified whimpers - although the Captain remains resolute. "Stand fast, men! Mitra will provide."
Your turns
Blue Soldier, prone
Captain: 19pts damage
Mitran Boat: three blind (2rds remaining) archers
Robin Weaver |
Robin takes note of the fact that the archers are not actually firing, but ARE nicely outlined.
Finding them unworthy of her inmediate attention, she shifts her gaze over to the captain and the other Mitrans.
With a head movement that could best be interpreted as a sigh, she lifts a hand, collecting more fire swirling into an orb, which suddenly vanishes and re-appears in the middle of the Mitrans on the Frosthamar with explosive force, disregarding any lack of fire-resistant enchantments on the ship.
Another Wild magic check, SP for Orb: 1d100 ⇒ 49 Previous round, it triggered. I feel compelled to point it out since it IS a drawback. (I like wild magic, but I fully expect it to work against me, more often than not)
Fire: 2d6 ⇒ (2, 3) = 5 (DC 16 half, and DC 16 or catch fire)
Clearly, Robin is somewhat bored with the situation, already. And her companion was not significantly more motivated. With their initial barrage so effective, and the lemure being such a powerful creature, there seemed to be no need to exert oneself.
Bite: 1d20 + 9 ⇒ (2) + 9 = 11 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Tail: 1d20 + 9 ⇒ (13) + 9 = 22 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Not truly caring about their enemy's fates, Robin looked over at the blinded Mitrans again: Good target practise., ignoring the boarders after the short moment of attention she had given them.
Hecate Reeve |
Pleased with how things are going, Hecate holds off on spellcasting this round.
The lemure continues its attacks on the captain.
Claw: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Hecate Reeve |
Just waiting on Saranda, I think?
Saranda Damusil |
Ranged Touch, Scorching Ray: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 4d6 ⇒ (4, 4, 6, 1) = 15
Saranda brings flames to her hands as she chants another string of infernal. She aims her arms at one of the soldiers and blasts him with a beam of concentrated fire.
Your Benevolent Dictator |
@Robin: totally forgot about that. Thanks for the reminder. :-)
1d100 ⇒ 80
Robin's power surges uncontrollably, and suddenly all nearby hatches, latches, and fastenings fly open. (I'll let you figure out how awkward that gets) It's not immediately noticed, however, as more Mitrans fall. Saranda straight-up incinerates one, leaving only ash behind, while Hecate and Robin's companions bring down the Captain. The three remaining sailors (beating out flaming clothing) barely have time to scream in terror before Grumblejack is upon them. Figuring it's best to leave him to his fun, you turn your attention to the blind sailors on the Mitran vessel. They don't stand a chance.
It's quicker to handwave the rest of this combat, as you've utterly annihilated the opposition. ;-)
Notable Loot
MW longsword
Breastplate
Heavy steel shield
50gp
Robin Weaver |
1 person marked this as a favorite. |
Robin looks over at the Mitran's vessel, then at their Captain, then at Saranda, starting to sign: You think they can tow it without loosing too much time? We'll need to sink it if not, but it'd be a pity. Lovely ship. Protected against fire, too - and we may need transportation, after our...contract with the dear captain is finished.
And chances are, his ship will be burning when we resolve the final clause of our directions regarding the dear captain.
While Saranda talks with the Captain, Robin looks over to Hecate, who kneels next to the Mitran Captain, checking his possessions for orders or other papers. She touches Hecate on her cheek, giving her a moment to collect herself, before sending forth her thoughts:'Good job. At first, I took you for a bookworm who'd be scared to get anything done. But you let your instincts and anger guide you all the same. See? No plans are needed, just general ideas. Then we roll with it and leave burning corpses behind. It's great that you see things the same way I do, now! I like that side of you."
CMB versus Hecate CMD: 1d20 + 2 ⇒ (13) + 2 = 15
With that, she leans in close and kisses Hecate on the lips, probing with her tongue for a second, then letting go as quick as it started, and giving any sailors that were staring a burning gaze telling them to mind their own business. No need for teleport subschool just yet :) but a kiss was promised-
Intimidate if Sailors were staring: 1d20 + 8 ⇒ (12) + 8 = 20
Your Benevolent Dictator |
A wolf whistle is promptly cut off when Robin glares, but the crew otherwise leaves you alone. You did just summon hellspawn and incinerate a bunch of sailors, after all. Hecate and Saranda overhear Captain Odenkirk grumbling something about "Damn crazy b*!## tryin' to set my ship on fire."
Out of curiosity, what's everyone normally doing throughout the days/nights at sea? Any particular spots on the Frosthamar where you and/or Grumblejack tend to stay?
Hecate Reeve |
1 person marked this as a favorite. |
Heh. Safe to say that this is NOT the way my last WotW campaign played out! :-)
Her face flaming, Hecate stays rooted to the spot, gaping at Robin. It is some moments before she recovers any semblance of wit, abruptly closing her mouth and doing her best to stand on woozy legs.
Tottering over to the nearby crates (and doing her best to ignore the wolf-whistle), she makes a show of checking the fastenings and battens that Robin's magic has disrupted - her own mind is not, unfortunately, nearly so easily re-ordered.
Did she just - was that a...
Almost in a trance, she runs the tip of her tongue over her lips, as if to check... something. Yes, it really did happen. No, she has absolutely no frame of reference by which to react.
Running a trembling hand through her tangled hair, she does her best to think.
Robin Weaver |
During the days, Robin will read, or play games with Saranda and Hecate. She does not associate with the sailors, so if neither of the others is available or interested, she'll be by herself. As such, her display of incineration may be one of the first things the crew of the Frosthamar learned about her-.
Alternatively, she will sleep during the day. Because at night, she'll lie down in a spot with a good view of the sky and watch the stars, trying to see patterns in them(that differ from "already-established-ones", eventually falling asleep(or not).
Saranda Damusil |
"Don't let any of them live. Put an arrow in 'em if they seem to be alive in water. As well see if you tow it sugah, a fire proof ship, repainted and fixed up can go rather well on the market if you have the right buyer," she puts a hand on her when she sees Robin kiss Hecate and smiles, "How cute, you gonna share with the rest of us?"
Diplomacy the captain[/dice: 1d20 + 9 ⇒ (13) + 9 = 22
Saranda often stays toward the middle of the boat. She plays games with Robin, but not Hecate, as to give her space for planning. She occasionally flirts with the more handsome and roguish sailors. At night, she sleeps in the makeshift little sleeping area we made, propped on a crate. She sometimes talks to Grumble about trivial things.
Your Benevolent Dictator |
Disregarding your suggestion, Captain Odenkirk orders the Mitran vessel scuttled. "And who's going to buy it, huh? She'll just slow us down and get us arrested soon as we return to civilized waters."
--------------------------------
One night, a focused jet of water abruptly snuffs out Hecate's reading light. At the same time, Robin's view of the stars is obscured by a creature materializing on deck. Multiple creatures, as a matter of fact.
Someone's summoned a quartet of water elementals onto the Frosthamar. Looking around, Robin can see shapes following the ship - Tritons riding on dolphins. The sea natives almost never attack passing ships without good reason. This could get ugly.
Robin and Hecate can take a move or standard action, but Saranda and Grumblejack are asleep. The map's been updated.
Hecate Reeve |
Hecate splutters as the water splashes the book she was reading. Assuming the worst, but unable to see anything, she crouches down, casting a spell.
Cast Defensively: 1d20 + 8 ⇒ (20) + 8 = 28
Casting Darkvision; 3 lvl 2 spells remaining
Her eyes glow briefly with a hellish light, which quickly subsides; but she can now see exactly what's going on.
"Saranda! Grumblejack! Wake up - we're being attacked!"
Gods, one of them's next to her!
"HEEEEEEEELLLLLP!"
Robin Weaver |
Robin, still prone, realizes one of the creatures is right next to her. A water elemental...surely, that could not be good!
She initially attempts to sling some fire into the creature, but quickly realizes that doing such would leave her wide open!
Standard action to use Destructive Blast defensively
Concentration DC 18: 1d20 + 3 + 5 ⇒ (2) + 3 + 5 = 10(and that's a nope)
Not too keen on staying in her predicament, Robin quickly looks around for a source of fire on the ship, then attempts to focus her will on stepping through the primal fire to a safer destination.
Move action as quick teleport, via spell point. This is complicated, though, by Robin having the Limited Warp(Fire) Drawback. While she easily calls in fire herself, and her Magical Signs manifest as fire, I doubt there was a source of fire right near her, due to darkvision. I think it's a GM call. I actually wanted to have this as a thematic drawback, limiting destinations, expecting Robin to "wield" fire most of the time, always having an origin point with her. Alas, it could be an interesting situation to learn about how limiting it is, and TRULY make sure she has fire with her, day and night - if we survive.
Concentration DC 18: 1d20 + 3 + 5 ⇒ (14) + 3 + 5 = 22
@Hecate+Saranda: My companion needs a minute of summoning. Unless we have time to prepare, he's not around. So we best be careful. Bastards also spread out to avoid getting caught in area effect spells or fire blasts...and what's worse(for me), fire magic does not blend well with underwater combat.
Your Benevolent Dictator |
@Robin: it's a surprise round, so you only get one action. As there's currently no fire present (Hecate's candle got snuffed), you won't be doing any warping until that's rectified.
Slam (Robin): 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Slam (Saranda): 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3
Damage (Hecate/Robin): 2d6 + 3 - 4 ⇒ (6, 6) + 3 - 4 = 11
The elementals surge forward, striking out with their wet (but solid) limbs. Despite being weakened by the solid terrain, the hits are still painful.
Hecate and Robin each take 5pts damage from a slam attack. Saranda's awake now, though - but prone.
Robin Weaver |
Ah, right, forgot about Surprise Round...I figured we were in regular combat, despite you clearly stating it...
Not having any other options at hand, Robin once again attempt to call fire at the elemental that just hit her...but fails to find the necessary concentration.
Cast defensively: 1d20 + 3 + 5 ⇒ (8) + 3 + 5 = 16
Up to you guys and Grumble, it seems. I wasted my one good concentration roll on an impossible action. If anybody can get this thing off me so I can at least stand up(=main reason for attempted teleport), that would be much appreciated.
Hecate Reeve |
Am I prone, as well? I didn't think I was as you didn't mention it, but just checking as it will obviously influence my next actions.
EDIT
The breath rushes out of Hecate's lungs with a whoosh as the thing slams into her. Now she knows what standing under a waterfall must feel like.
Hurriedly stepping backwards, she waves her arms, conjuring up a Lemure from the depths of Hell. The speed of the magic used to force this thing up from the nether planes causes havoc with her system: stars burst in her brain and she coughs up blood. But the thing is there, ready to attack and serve her bidding. She hopes fervently that it's the same one as before.
Despite the pain, a flare of pride makes her lips twitch slightly into a smile, before another bloody cough wipes it away.
5 ft step, Cast Summon Monster II - Augmented Lemure
I've moved myself on the map. Added a Lemure as well - hope you don't mind the edit; if you have a better image, go for it!
Your Benevolent Dictator |
@Hecate: *chuckles* check the left side of the map for unused icons. Your lemure looks familiar. ;-)
Elementals (l/l/r): 3d20 + 5 - 4 ⇒ (5, 12, 6) + 5 - 4 = 24 Damage: 3d6 + 3 - 4 ⇒ (1, 4, 3) + 3 - 4 = 7
Grumblejack grabs his club and pulverizes the closest elemental. It explodes into a shower of water that quickly dematerializes. The remaining three creatures attack Hecate's summoned devil and Robin but fail to connect.
Saranda Damusil |
"What would we do without you big guy," Saranda says somewhat affection, but with a tone of purely joking way as she stands up and grabs her bow, [b]"Take out the elementals, I'll start trying tom hit those bastards summoning them.
Hecate Reeve |
@YBD: Heh. Didn't see that!
Hecate watches as her summoned Lemure attacks the nearest elemental.
Claw: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw, Confirm Critical: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Critical Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Bloody hells, it IS the same one as last time!
Looking around, she calculates that between her pet devil and Grumblejack's ferocity, they can probably fend off the elementals. What they need to do is take down the enemies that summoned them.
Turning her attention to the ocean, she gestures imperiously, drawing forth another denizen from the fiendish planes - this one is better adapted to water, and its tentacles writhe eagerly as they seek out the nearest Good-aligned enemy...
It is hard work, doing magic like this, and it is not safe. Blood trickles slowly from her nose, down her lips and her chin.
Summon Monster II, Augmented Fiendish Squid. Added to the map.
It can't act this turn, but it can make AoOs.
Robin Weaver |
With the elementals blow failing to connect, Robin musters her willpower once more, and this time forces fire into being. Having tried to avoid her assailant, the closest part of her body to it where her feet. Flames light up her inmediate surroundings as they snake towards her foot, swirling around it as she kicks at the elemental.
Concentration: 1d20 + 5 + 3 ⇒ (20) + 5 + 3 = 28
Melee Touch, prone: 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16 Fire Damage: 3d6 ⇒ (5, 2, 4) = 11 Uh...it's a water elemental. TECHNICALLY, I'm not sure if they would need to save against catching fire and burning to death. Fluffwise, I'll voluntarily omit that for immersive reasons.
Wild Magic?: 1d100 ⇒ 86
Taking a moment to assess the effectivity of the attack, Robin wonders if it's save to get up.
IF that was sufficient to take it out, she'd stand up, otherwise, remain prone.
Your Benevolent Dictator |
Crossbow (g/s): 2d20 + 4 ⇒ (8, 1) + 4 = 13
Lemure: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6
Hecate's devil minion shreds the closest elemental, and Robin unleashes hellfire to immolate her attacker. Grumblejack winds up a powerful swing at the last creature, but his club gets tangled in the rigging. The dolphin-riding tritons are having difficulty targeting any of you due to their lower position, and a few crossbow bolts fly harmlessly past. In the water, one of the tritons (likely the one in charge) begins ritualistically casting a spell. Based on her extensive experience, Hecate's pretty sure it's of the summoning variety.
Your turns. And you now know why one of the tritons has a different map icon. ;-)
Hecate Reeve |
I can't access the map from this computer.
The front of Hecate's dress is drenched in her blood; her hair is slick with perspiration. Channelling this much magic even six months ago would have destroyed her - now, the havoc it is wreaking in her system simply makes her feel alive.
She turns, sharply, as the triton leader begins a summons of his own. Her fingers clench and unclench in reply, grasping the unholy symbol around her neck, the focus for her magic. Drawing on its power, Hecate once more tears open the fabric of reality itself - this time, purple tinged flames of hellfire erupt from where she is standing; she doubles over as pain and bliss wrack her body in roughly equal measure; a rivulet of fresh blood leaks from her eyes; but she remains standing.
Using my bonded object to cast another Summon Monster II
Another squidlike, fiendish horror appears in the water, adjacent to the leader. It strikes at him, its hellish eyes glowing with evil intent as it tries to disrupt his spellcasting.
Smite Good gives +3 damage bonus
AoO, Tentacles: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d4 + 3 + 3 ⇒ (3) + 3 + 3 = 9
Grab, free grapple check if tentacles hit: 1d20 + 10 ⇒ (16) + 10 = 26
Meanwhile, the squid she summoned previously focuses on the nearest triton, doing its best to entangle the thing in its hellish grasp.
Tentacles: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 3 + 3 ⇒ (2) + 3 + 3 = 8
Bite: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d3 + 4 + 3 ⇒ (1) + 4 + 3 = 8
Grab, free grapple check if tentacles hit: 1d20 + 10 ⇒ (6) + 10 = 16
Behind Hecate, the Lemure burbles contentedly to itself as it attacks the remaining elemental.
Claw: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Standing upright once more, Hecate draws a deep, shuddering breath and watches the scenes before her. A dark little smile tugs at her lips. She feels powerful.
Robin Weaver |
Robin, having managed to eliminate her attack, stands up, and looks around for a moment to get a read on the situation. More summoned creatures were around, fighting each other or the Tritons.
Which ones are ours? Surely, the Tritons are not...
Regretting that she would not have time to call her own companion, she instead focuses on one of the tritons, sending a stream of fire at him, only to have him dogde below the water surface a moment before it hits.
Ranged Touch: 1d20 + 3 ⇒ (5) + 3 = 8
Saranda Damusil |
Arrow Gonna Hit?: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Saranda let's about from her arrow fly at one of the encircling tritons. Sh le smirks as it hits flesh.
Your Benevolent Dictator |
Grumblejack: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: 2d8 + 7 ⇒ (6, 7) + 7 = 20
Concentration: 1d20 + 8 ⇒ (10) + 8 = 18
Crossbows: 2d20 + 4 ⇒ (3, 12) + 4 = 19
Working together, Grumblejack and the Lemure pummel the last elemental into nonexistence. In the water, one of Hecate's squids throttles a triton to death. The other cephalopod finds itself unable to attack the spellcaster (perhaps due to a defensive spell of some kind). Saranda's bolt pierces his defenses, though, and the minor damage is sufficient to disrupt the spell. He angrily backs away and renews his defensive ward. The other two tritons fire crossbows at Grumblejack, but the ship's deck provides enough cover for the moment.
Your turns. Anyone attacking the spellcaster needs to pass a Will DC 15 or lose the action.
Hecate Reeve |
Hecate looks anguished as the Lemure fades back out of existence - it shows that her magic still isn't as powerful as she wants it to be.
Unable to attack the leader, the squid moves under the boat in search of prey on the other side; the other squid does the same. They each move into contact with one of the remaining tritons and lash at them hungrily.
They can move 60 feet, so easily reach the other tritons.
Tentacles: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Grab, free grapple check if tentacles hit: 1d20 + 10 ⇒ (3) + 10 = 13
Tentacles: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Grab, free grapple check if tentacles hit: 1d20 + 10 ⇒ (14) + 10 = 24
Will save: 1d20 + 3 ⇒ (7) + 3 = 10
Unable to directly attack the leader, Hecate calls out to him, hoping to scare him off:
"Your followers are dead. You have achieved nothing. Flee!"
Intimidate: 1d20 + 2 ⇒ (9) + 2 = 11
She scowls: she doesn't sound very scary, even to herself. You'd think calling fell creatures from the forbidden planes would make you sound a bit more menacing. At least she didn't say "um"...
Robin Weaver |
Will Save: 1d20 ⇒ 6 (+5 vs enchant)
Looking down at the spellcaster, Robin finds herself unable to attack him directly...making her anger flare up.
Just to clarify, he is above-water? If so, I can use an Fire-Orb next round after having found out I cannot attack him directly.
Saranda Damusil |
Will Save: 1d20 + 6 ⇒ (12) + 6 = 18
Ranged Touch: 1d20 + 1 ⇒ (12) + 1 = 13
Scorching Ray: 4d6 ⇒ (1, 3, 6, 1) = 11
With ferocious chant, Saranda lobs a ray of burning fire at the the supposed leader of the tritons.
Your Benevolent Dictator |
Time to handwave the rest of this. :-)
Hecate's first squid barely misses the grab, and the triton promptly flees - with the fiendish cephalopod in hot pursuit. The other triton is grappled, and (unable to break free) is gradually squeezed to death before the spell's duration expires. The triton leader, finding himself alone against multiple powerful spellcasters learns that there are limits to his fanaticism and flees at an unnaturally-high rate of speed.
Hecate Reeve |
Hecate breathes out, a long, slow breath of relief. A couple of Prestidigitation spells tidy her up, and an Infernal Healing takes away the bruising the elemental inflicted. "That was... interesting. I wonder if they'll be back? Anyway, well done us. Good teamwork."
She sees that Robin is nursing an injury, and puts an arm out to heal her, using her second Infernal Healing spell. Hold still a minute and you'll be fine.
She shivers suddenly - she hasn't used that much magic in one go before, ever, and it is taking its toll. "I'm starving."
Your Benevolent Dictator |
During the next few days, there's no more triton sightings, and Captain Odenkirk eventually shrugs his shoulders and dismisses it as mere bad luck. A little while later, he approaches the three of you. "We're a little light on fresh water, I think. We are passing Seal Isle, and there's a stream there that feeds into the bay. We'll take on water there. I'll send a party to the shore. Of course, that means we'll spend a day in some of the richest fur seal hunting grounds along this coast. I'm thinking of organizing a hunting expedition. Interested?"
Hecate Reeve |
Knowledge (geography): 1d20 + 10 ⇒ (7) + 10 = 17
Hecate has spent nearly all of the last three months absorbing knowledge from the Cardinal's library. There's barely a subject that she hasn't read up on. She signals to the others in their sign language.
He's lying. Seal Isle is not on our way - the stop would add at least two days to the total journey time. Also... there are other inlets along the coast that are better-suited for water resupplying. Do we ... confront him, or do we just go with it?
Robin Weaver |
I say, let him know we are aware, but not opposed. Where does he mean to sell the furs? An extra day or two could also happen because of bad weather, and certainly, he means to hunt them because the fur is precious. And some extra funds could come in handy while we are on our mission., Robin signs back, expecting Hecate to understand the implications without needing to become too "clear", even if she thinks they are save communicating this way -...if the Captain expects to sell the furs AFTER dropping them off, they would be stranded with a burnt ship and a load of furs. If, however, he meant to sell them beforehand or near where he intends to drop us off, the money would fall to the party, after the captain meets his timely end.
Saranda Damusil |
"Profit our time girls? As much as I would like some nice seal leather under garments, we are most likely on a deadline. If anything, I can always convince the good captain of this idea being a waste," Saranda says as she leans on the side.
Hecate Reeve |
Hecate thinks about it, and comes to a decision: Our sabotage mission won't fund itself. If he wants to go fur-hunting, let him. It will be our profit.
Unlike Robin, she's not concerned about when they sell the furs; if it's after they've reduced the Frosthamar to smouldering wreckage, they can disguise themselves as traders for as long as it takes to offload them, and then adopt another disguise immediately afterwards.
She nods at the captain. "You know as well as I do that Seal Isle is not on our route - but if you want to hunt, go ahead."
Hecate has no intention whatsoever of joining in. She can barely wield a dagger without cutting herself with it. She imagines that they hunt with long spears or harpoons or suchlike, and suppresses a shudder.
Your Benevolent Dictator |
Seal Isle is aptly named, as you can see large numbers of the furry creatures as far as the eye can see. Once you arrive, the captain lowers two small boats and repeats his offer before leaving on the expedition. He plans to stay here for three days.
If you have no interest in participating in the hunt, let me know so I can move forward. Otherwise, here's the relevant info.
- There are two boats, and each can hold up to three people: a leader and two helpers. Captain Kargeld has claimed the leader spot on one boat.
- Each day, the leader attempts a Survival check DC 15. Each other person on the boat can Aid Another, but failure gives a -2 penalty to the leader's check. If the leader rolls a nat1 on the Survival check, the boat capsizes into the freezing water. A Swim check DC 10 flips the boat back over, and everyone takes 1d6 cold damage each round you stay in the water.
- If the leader's check is successful, you catch a seal. For every 3pts that the DC is exceeded, you catch an additional seal. A single seal pelt sells for 50gp, so the potential wealth gain is high.
Hecate Reeve |
50 gp/pelt is high reward, but I can't come up with an in-character reason to do anything but stay on board, sulking at the lost time and reading books... :)
Robin Weaver |
Robin is no good in survival. And definitely not keen on freezing water. Let them hunt. If they fetch too many seal pelts, it will just be hard to carry them, considering we won't have Grumble with us - assuming we manage to get them off-board in time.
Robin signs, only half-serious: Maybe I should get over on that island and fry a few of the beasts. That ought to get them into the water in droves.