Grace-13 |
Reflex: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
True to her name, Grace-13 rides the roll of the wave. "Tempest! The halfling!" she calls to the azarketi.
Mako Mafee |
Reflex: 1d20 + 8 ⇒ (15) + 8 = 23
Mako holds on to the skiff. "This is great!"
Katniss Everdream |
Katniss Fortitude: 1d20 + 5 ⇒ (4) + 5 = 9
Kupa Fortitude: 1d20 + 5 ⇒ (10) + 5 = 15
Katniss holds on to the boat but the large wave overpowered her grip.
Heeeeelppppp!!!
Meanwhile, she told Kupa to hide under the sit of the wooden skiff and was safe from being swept away.
GM Frost |
Tempest is able to resist the push of the big wave. Hamilton gets to admire the wave before he gets tossed out of the skiff with Polo. Gympie is also not spared by the sea whereas Grace-13 is able to get a hold on the skiff and is not overthrown. Mako seems to have fun with the wave like in a roller coaster ride while Katniss isn’t strong enough to hold against the wave crash.
Fortunately for the party, they aren’t in any real danger of drowning, as the water is mostly calm, well, except for that big wave. However, the experience of being thoroughly soaked combined with the chill sea breeze is an unpleasant one. Laela, who seems tethered and unmoved on her skiff, helps Gympie to get back on the skiff whereas Tempest helps Hamilton, Polo and Katniss into the boat as well.
”Good thing the sea is calm here. Hehe! Anyway, we’re almost there, you see.”
She continues rowing the skiff, carrying half of her party drenched with seawater. She navigates to the mostly intact bow of the Infidius.
”Okay, okay, you get out of my skiff now,” pushing them to disembark and go towards the sturdy part of the wreckage. ”I don’t wanna get close to that or my skiff will add to the ruins. Okay, listen now. You need to find and bring back whatever you can. I will get back to you after half an hour before the tide gets high here. But don’t you lot worry ‘coz I am just close behind, and I am leaving you this whistle in case you run into trouble, or if you need to leave sooner,” she explains and hands over a signal whistle to Katniss. She then leaves the party on the wreckage, the sea humming in a silent background.
--------
Shattered sections of bulwark bob in the open waters of the wreckage. A massive sail grasps for the sky, barely tethered to a fractured mast. The ship’s cabin door hangs open by a hinge, the interior appearing tossed for valuables. With nothing but barnacles left on deck, and a few barrels buoying between the rocks, the party can quickly appraise that anything worth salvaging would be in the submerged hull.
Recovering cargo plays out over 2 phases, each representing 10 minutes of activity. During each phase, each of you can attempt one skill check vs DC 15 to scavenge items, chests or barrels:
- Athletics check to Swim
- Thievery check to Disable a Device
- Perception check to Seek.
Start of Phase 1. You can start searching now.
Tempest Storm |
Tempest actually likes being soaked with seawater, after all, most of the time, he is underwater.
Upon arrival he dives into the water as well, keeping an eye on the rest of the swimmers in case any of them get into difficulty as well as watching out for any hostile life forms in the water.
athletics: 1d20 + 5 ⇒ (3) + 5 = 8
You'd think Azarketi would have some racial bonus to swim, wouldn't you?
Mako Mafee |
Mako dives overboard, looking for a crate.
Athletics: 1d20 + 4 ⇒ (4) + 4 = 8
But realizes that swimming has never been his strong suit after skipping gym to go to the shooting range.
Grace-13 |
As her companions dive into the water, Grace-13 retrieves her tools and attempts to unlock a few chests.
Thievery: 1d20 + 6 ⇒ (1) + 6 = 7
Thievery, HP: 1d20 + 6 ⇒ (13) + 6 = 19
Hamilton Hashfield |
Hey Tempest, I never got to thank you for going after me in the surf. And polo appreciates it too. Maybe Gozreh will smile on you soon! I'm gonna be casting guidance (+1 for the next check) on Tempest, whilst I seek. Can Polo also go looking for stuff?
Hamilton turns his eyes to the wreckage.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
GM Frost |
You'd think Azarketi would have some racial bonus to swim, wouldn't you?
Since Azarketis are amphibious, you can swim underwater without the Athletics check. I recommend you use other checks such as Perception while you swim underwater. I see your amphibious trait would be a great advantage for the party during this exploration mode.
I will let you roll again for other check you will make.
GM Frost |
1 person marked this as a favorite. |
Can Polo also go looking for stuff?
Since your animal companion has a minion trait, it is better for Polo to Aid you instead with the same skill check.
Katniss Everdream |
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Katniss wanted to search for treasure. But because of the incident a little while ago, salty water got into her eyes, irritating them and impairing her vision for the mean time.
Katniss Everdream |
Tempest is able to resist the push of the big wave. Hamilton gets to admire the wave before he gets tossed out of the skiff with Polo. Gympie is also not spared by the sea whereas Grace-13 is able to get a hold on the skiff and is not overthrown. Mako seems to have fun with the wave like in a roller coaster ride while Katniss isn’t strong enough to hold against the wave crash.
Fortunately for the party, they aren’t in any real danger of drowning, as the water is mostly calm, well, except for that big wave. However, the experience of being thoroughly soaked combined with the chill sea breeze is an unpleasant one. Laela, who seems tethered and unmoved on her skiff, helps Gympie to get back on the skiff whereas Tempest helps Hamilton, Polo and Katniss into the boat as well.
”Good thing the sea is calm here. Hehe! Anyway, we’re almost there, you see.”
She continues rowing the skiff, carrying half of her party drenched with seawater. She navigates to the mostly intact bow of the Infidius.
”Okay, okay, you get out of my skiff now,” pushing them to disembark and go towards the sturdy part of the wreckage. ”I don’t wanna get close to that or my skiff will add to the ruins. Okay, listen now. You need to find and bring back whatever you can. I will get back to you after half an hour before the tide gets high here. But don’t you lot worry ‘coz I am just close behind, and I am leaving you this whistle in case you run into trouble, or if you need to leave sooner,” she explains and hands over a signal whistle to Katniss. She then leaves the party on the wreckage, the sea humming in a silent background.
--------
Shattered sections of bulwark bob in the open waters of the wreckage. A massive sail grasps for the sky, barely tethered to a fractured mast. The ship’s cabin door hangs open by a hinge, the interior appearing tossed for valuables. With nothing but barnacles left on deck, and a few barrels buoying between the rocks, the party can quickly appraise that anything worth...
I will keep this safe.
Katniss receives the whistle. She brings out a string of rope, inserted the whistle and tied it around her neck.
GM Frost |
Gympie swims into the water head first just to find out that the water is too shallow in his area. He scratches his head and moves to another place. Mako hesitates to swim but goes anyway, thinking he should have practiced more in swimming, and finds himself returning to the edge of the stable part of the wreck. Grace-13 unlocks a nearby unopened chest with her thieve’s tools. She opens it and finds a vial of ruby-red liquid inside it. Hamilton, on the other hand, luckily finds a long two-pronged fork which at first he mistaken as a flag pole if he hasn’t looked at it carefully. Tempest swims underwater, his natural abode, deep down the wreckage. He finds what seems to be a chest, but upon approaching, it is just a huge rock resembling it. Katniss is not able to find something because of her puffy eyes and she hopes it will go away soon.
Similarly, you can identify the items you recovered for roleplay with one Recall Knowledge check using appropriate skills such as Arcana, Crafting, Nature, Religion, or Society vs DC 15 (or applicable Lore check vs DC 13).
The vial of ruby-red liquid is a minor healing potion.
Start of Phase 2. You can continue your search for another ten minutes. Again, each of you can attempt one skill check vs DC 15 to scavenge and identify items:
- Athletics check to Swim
- Thievery check to Disable a Device
- Perception check to Seek
Mako Mafee |
Mako decides to use his eyes instead and look for some loot.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
"Over there! There's a large box floating in the waves." He points the box to Gympie to go retrieve.
Grace-13 |
Grace-13 nods at the vial of liquid she recovered from the chest.
Recall Knowledge Society: 1d20 + 7 ⇒ (14) + 7 = 21
"I've got a healing potion over here! What have you all found?" Then she moves on to unlock more containers.
Thievery: 1d20 + 6 ⇒ (20) + 6 = 26
Hamilton Hashfield |
Nice find Grace! It looks like I found some sort of... fork? Looks neat though! Waving it above his head to show off to his new friends and then continuing to comb the wreckage with Polo Aiding
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Aid: 1d20 + 5 ⇒ (2) + 5 = 7
Katniss Everdream |
Thievery: 1d20 + 7 ⇒ (9) + 7 = 16
Katniss tries to open the box that Mako found and Gympie recovered. She discovers an interesting item.
Recall Knowledge Nature: 1d20 + 6 ⇒ (7) + 6 = 13
GM Frost |
Tempest moves to another location opposite to the previous one. Being adept in their present environment, he is able to easily find a large chest underwater. He swims towards it and finds it is almost open when he carries it ashore. Inside he finds a bottle with volatile contents swirling inside it. Mako finds a large box floating towards them from a bit afar and asks Gympie to retrieve it. Gympie swims onto it and brings it to Mako. Katniss volunteers to unlock it and finds a stoppered glass containing a filmy gray liquid in which she cannot know what it is. Grace-13 happily recognizes the healing potion and unlocks another chest nearby and finds a flask filled with something corrosive inside it, and some bones with bite marks in it. Hamilton finds another vial of healing potion covered in sea moss or something while Polo is splashing him with water instead of giving him some help.
You can also identify the new items you recovered for some roleplay with Recall Knowledge using appropriate skills such as Arcana, Crafting, Nature, Religion, or Society vs DC 15 (or applicable Lore check vs DC 13).
Stoppered glass containing a filmy gray liquid is a potion of water breathing
Flask filled with something corrosive is lesser acid flask
This is your moment to make an inventory of the items you have salvaged for Laela.
Mako Mafee |
Mako tries to identify one of the items Katniss found in the box...
Nature: 1d20 + 6 ⇒ (4) + 6 = 10
But doesn't quite know what it is. It does resemble one of the bottles he used to shoot at on the shooting range...
Grace-13 |
Recall Knowledge Crafting: 1d20 + 7 ⇒ (15) + 7 = 22
Grace-13 hefts the volatile vial in her hand. ”This one’s dangerous. Good for knocking foes off-balance.” she says as she tucks it into her bandolier.
Hamilton Hashfield |
Ok, to sum it all up. We've got: 2 Healing elixers, A bottle of lightning, a bottle of water breathing, a bottle of what looks like something caustic, and...
Nature: 1d20 + 7 ⇒ (1) + 7 = 8
Probably someones back scratcher.
Anything else?
GM Frost |
Having identified most of the items, you are all happy for what you have recovered for Laela. She will be very happy too with the nice haul you have for her.
And after some time, you all notice that the surrounding becomes eerily silent. There is no wind to blow the tattered sail, even a gentle one. The sun shines brightly above you but that’s it. The seawater seems to recede to somewhat reveal a foot or two of the submerged part of the wreckage when…
To your surprise, again, a surging wave crashes into you.
WOOOOOOSSSHHHH!
Attempt a DC 14 Fortitude save to avoid being knocked prone. Creatures with Swim speeds are unaffected.
Mako Mafee |
Fort Save: 1d20 + 7 ⇒ (1) + 7 = 8
Fort Save, Hero Point: 1d20 + 7 ⇒ (20) + 7 = 27
Night and day...
Mako lets the wave wash over him, wondering why, all those years ago, he decided to skip gym...
Hamilton Hashfield |
Fortitude: 1d20 + 5 ⇒ (12) + 5 = 17
Polo: 1d20 + 5 ⇒ (10) + 5 = 15
Hamilton and polo cling together behind some salvagedd crates providing the necessary barricade for them to remain upright.
Polo go help Grace back on her feet. Where did that wave come from??
GM Frost |
A group of angry sea creatures have been silently approaching you, waiting for the opportune time to ambush. They have taken up residence in the wreckage, and have seen you looting their territory. They ride into the surging wave that knocks some of you prone and flat-footed.
Grace-13, Search: 1d20 + 4 ⇒ (4) + 4 = 8
Tempest, Scout: 1d20 + 4 ⇒ (2) + 4 = 6
Hamilton Hashfield, Search: 1d20 + 8 ⇒ (10) + 8 = 18
Mako Mafee, Search: 1d20 + 9 ⇒ (14) + 9 = 23
Katniss Everdream, Avoid Notice: 1d20 + 8 ⇒ (9) + 8 = 17
Purple, Stealth: 1d20 + 7 ⇒ (19) + 7 = 26
Red, Stealth: 1d20 + 7 ⇒ (4) + 7 = 11
Blue, Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
Green, Stealth: 1d20 + 7 ⇒ (19) + 7 = 26
Yellow, Stealth: 1d20 + 7 ⇒ (13) + 7 = 20
—------
ENCOUNTER / Round 1 / Encounter Map
The water is deep enough to function as the following:
Medium creatures: difficult terrain (extra 5 feet for every 5 feet movement)
Small creatures: greater difficult terrain (extra 10 feet for every 5 feet movement)
Tiny creatures: must succeed at DC 15 Swim checks to move through the water
Creatures with swim Speed: unaffected
You can ◆ Recall Knowledge with Occultism check.
Green Jets toward Grace-13 and smacks her with its tentacle.
Tentacle Attack vs Grace-13 DC 18 (prone, flat-footed, -2 to AC): 1d20 + 7 ⇒ (5) + 7 = 12
BOLD may act.
Purple
Green
Mako Mafee HP 18/18, AC 17, medium
Blue
Yellow
Hamilton Hashfield HP 16/16, AC 18, small
Katniss Everdream HP 16/16, AC 18, medium, (pending Fortitude Save)
Red
Grace-13 HP 18/18, AC 18, medium, prone and flat-footed, -2 to AC
Tempest Storm HP 18/18, AC 19, unaffected
Gympie HP 20/20, AC 18, medium
Mako Mafee |
Mako draws his dueling pistol and his shortsword and moves onto the rock towards Green. The points his pistol at Green and fires.
Dueling Pistol vs Green: 1d20 + 8 ⇒ (18) + 8 = 26
Pistol Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Pistol Crit: 1d10 ⇒ 4 Doubled to 8
Fatal d10: 1d10 ⇒ 4
He strikes Green with his shortsword, reloads his pistol (Reloading Strike), and stabs Green again.
Shortsword vs Green, MAP: 1d20 + 2 ⇒ (6) + 2 = 8
Shortsword vs Green, MAP 2: 1d20 - 2 ⇒ (1) - 2 = -1
◇ Into The Fray
◆ Strike
◆ Reloading Strike
◆ Strike
GM Frost |
Oh, I forgot. Just moved Green now. Please edit the changes in your post accordingly. Thanks.
Katniss Everdream |
Having identified most of the items, you are all happy for what you have recovered for Laela. She will be very happy too with the nice haul you have for her.
And after some time, you all notice that the surrounding becomes eerily silent. There is no wind to blow the tattered sail, even a gentle one. The sun shines brightly above you but that’s it. The seawater seems to recede to somewhat reveal a foot or two of the submerged part of the wreckage when…
To your surprise, again, a surging wave crashes into you.
WOOOOOOSSSHHHH!
Attempt a DC 14 Fortitude save to avoid being knocked prone. Creatures with Swim speeds are unaffected.
Katniss Fortitude: 1d20 + 5 ⇒ (12) + 5 = 17
Kupa Fortitude: 1d20 + 5 ⇒ (15) + 5 = 20
This time, Katniss and Kupa was able to resist the knocking force of the wave.
GM Frost |
Green takes the first bullet with screeching pain but still manages to live. Blue tries to Jet toward Grace-13 but encounters Tempest instead. Blue gives him a slap with its tentacle.
Tentacle Attack vs Tempest AC 19: 1d20 + 7 ⇒ (7) + 7 = 14
Yellow also Jets toward Tempest and smacks him with its tentacle too.
Tentacle Attack vs Tempest AC 19: 1d20 + 7 ⇒ (14) + 7 = 21
Tentacle Damage: 1d4 + 1 ⇒ (3) + 1 = 4 bludgeoning damage
Yellow also Grabs Tempest around his leg with its tentacles.
----------
ENCOUNTER / Round 1 / Encounter Map
The water is deep enough to function as the following:
Medium creatures: difficult terrain (extra 5 feet for every 5 feet movement)
Small creatures: greater difficult terrain (extra 10 feet for every 5 feet movement)
Tiny creatures: must succeed at DC 15 Swim checks to move through the water
Creatures with swim Speed: unaffected
You can ◆ Recall Knowledge with Occultism check.
BOLD may act.
Purple
Green -12
Mako Mafee HP 18/18, AC 17, medium
Blue
Yellow Attached, flat-footed -2 to AC
Hamilton Hashfield HP 16/16, AC 18, small
Katniss Everdream HP 16/16, AC 18, medium
Red
Grace-13 HP 18/18, AC 18, medium, prone, flat-footed -2 to AC
Tempest Storm HP 14/18, AC 19, unaffected, grabbed, flat-footed -2 to AC
Gympie HP 20/20, AC 18, medium
Katniss Everdream |
Katniss equips her long bow and shoots an arrow towards Red. She then commands Kupa to go and attack Green using his Jaws.
Longbow:
Longbow Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Longbow Damage: 1d8 ⇒ 6 piercing damage
Jaws:
Jaws Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Jaws Damage: 1d8 + 2 ⇒ (1) + 2 = 3 piercing damage
Katniss:
◆ Interact equip longbow
◆ Strike
◆ Command an Animal
Kupa:
◆ Stride
◆ Strike
Hamilton Hashfield |
Hamilton speaks in druidic to Polo as they both leap into action, switching places. As they trudge through the chest high waters for them, Polo grabs onto Yellows tentacle that's holding Tempest and uses it as a platform to pummel the monster. Meanwhile Hamiltons druidic words reach out to Grace as the water begins to guide her movement back onto her feet.
Polo:
Fist: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 3 ⇒ (5) + 3 = 8 Bludgeoning
Hamilton:
◆ Command Animal
◆ Stride
◆ Cast a Spell: Guidance on Grace (+1 to the next roll of your choice you make)
Polo:
◆ Stride
◆ Strike
GM Frost |
Katniss flies an arrow to Red. The creature sees the flying object, tilts its head out of confusion, but too late to realize it and escape as the arrow hits his chest. The creature screeches in pain and gnashes its teeth with anger. Kupa tries to grab with his jaw one of the tentacles of Green but gulps saltwater instead. Hamilton commands Polo to give Yellow a good ol' punch. It yelps in pain, but it is still attached to Tempest. Hamilton casts a Guidance spell to Grace with words she does not understand. Red, on the other hand, now bleeding with an arrow sticking on his chest, Jets toward Katniss to bite her in retaliation but she is quick enough to dodge the bite.
Bite Attack vs Katniss AC 18: 1d20 + 7 ⇒ (10) + 7 = 17
-----
ENCOUNTER / Round 1 / Encounter Map
The water is deep enough to function as the following:
Medium creatures: difficult terrain (extra 5 feet for every 5 feet movement)
Small creatures: greater difficult terrain (extra 10 feet for every 5 feet movement)
Tiny creatures: must succeed at DC 15 Swim checks to move through the water
Creatures with swim Speed: unaffected
You can ◆ Recall Knowledge with Occultism check.
BOLD may act.
Purple
Green -12
Mako Mafee HP 18/18, AC 17, medium
Blue
Yellow -8 Attached, flat-footed -2 to AC
Hamilton Hashfield HP 16/16, AC 18, small
Katniss Everdream HP 16/16, AC 18, medium
Red -12
Grace-13 HP 18/18, AC 18, medium, prone and flat-footed -2 to AC, +1 from Guidance
Tempest Storm HP 14/18, AC 19, unaffected, grabbed, flat-footed -2 to AC
Gympie HP 20/20, AC 18, medium
Gympie |
"I must be brutal, efficient."
Gympie causes a magical barrier to appear before him. Drawing on its power he is suddenly surrounded by that same force energy. In a blink he is gone, suddenly on the other side of one of the creatures and bites into it with sharp teeth.
◆ Cast a spell (shield)
◆ Arcane Cascade (force)
◆ Dimensional Assault (Teleport up to 15 feet and strike)
Jaws vs Red (flanking): 1d20 + 7 ⇒ (20) + 7 = 27
Piercing: 1d8 + 4 ⇒ (6) + 4 = 10 plus 3 force (Crit for 26 damage)
His gnoll instincts take over and he tears into the creature's throat.
GM Frost |
Red has no time to react as Gympie moves quick with his actions. Gympie raises his shield, moves into a blur and rips Red’s head apart its tentacle body with his sharp teeth. The creature’s body sinks underwater, with its head floating nearby.
—-
ENCOUNTER / Round 1 / Encounter Map
The water is deep enough to function as the following:
Medium creatures: difficult terrain (extra 5 feet for every 5 feet movement)
Small creatures: greater difficult terrain (extra 10 feet for every 5 feet movement)
Tiny creatures: must succeed at DC 15 Swim checks to move through the water
Creatures with swim Speed: unaffected
You can ◆ Recall Knowledge with Occultism check.
BOLD may act.
Purple
Green -12
Mako Mafee HP 18/18, AC 17, medium
Blue
Yellow -8 Attached, flat-footed -2 to AC
Hamilton Hashfield HP 16/16, AC 18, small
Katniss Everdream HP 16/16, AC 18, medium
Red
Grace-13 HP 18/18, AC 18, medium, prone and flat-footed -2 to AC, +1 from Guidance
Tempest Storm HP 14/18, AC 19, unaffected, grabbed, flat-footed -2 to AC
Gympie HP 20/20, AC 18, medium
Tempest Storm |
Tempest snarls at the one who grabbed him [Yellow]
occultism: 1d20 + 5 ⇒ (20) + 5 = 25 to identify.
He then attempts to punch Yellow off him
unarmed: 1d20 + 5 ⇒ (2) + 5 = 7 bashing: 1d4 + 2 ⇒ (3) + 2 = 5
unarmed: 1d20 + 0 ⇒ (10) + 0 = 10 bashing: 1d4 + 2 ⇒ (2) + 2 = 4
Grace-13 |
Grace stands from the water, unsheathes her blade, and strikes at Green.
"May my blade strike true!" Grace-13 intones.
Attack, Guidance: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 Thanks, Hamilton!
Damage P: 1d6 + 1 ⇒ (1) + 1 = 2 plus Poison
◆ Stand
◆ Interact
◆ Strike
Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round); Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)
GM Frost |
Grindylows aren’t territorial, but they are pragmatic; while they rarely build permanent structures, they will adopt a good hunting ground for generations until driven away by predators. They often lair in mobile shelters, such as a sargasso of seaweed or the hull of an abandoned ship. They are skilled scavengers and hunters that eat anything they can sink their teeth into.
Tempest tries to punch Yellow twice but to no avail. On the other hand, the piercing damage on Grace-13’s blade is enough to kill Green.
Another female creature (Purple) comes into view and joins her fellows. Seeing the others killed, she retaliates by stepping forward and casting tendrils of darkness out of her tentacles and races through the air. Those within the blue line must roll a Fortitude Save vs DC 17 for half of negative damage, or fail to receive 2d4 ⇒ (3, 3) = 6 negative damage plus 1 persistent bleed damage.
—--
ENCOUNTER / Round 2 / Encounter Map
The water is deep enough to function as the following:
Medium creatures: difficult terrain (extra 5 feet for every 5 feet movement)
Small creatures: greater difficult terrain (extra 10 feet for every 5 feet movement)
Tiny creatures: must succeed at DC 15 Swim checks to move through the water
Creatures with swim Speed: unaffected
BOLD may act.
Purple
Green
Mako Mafee HP 18/18, AC 17, medium
Blue
Yellow -8 Attached, flat-footed -2 to AC
Hamilton Hashfield HP 16/16, AC 18, small, pending Fortitude save / Polo, pending Fortitude save
Katniss Everdream HP 16/16, AC 18, medium
Red
Grace-13 HP 18/18, AC 18, medium
Tempest Storm HP 14/18, AC 19, unaffected, grabbed, flat-footed -2 to AC, pending Fortitude save
Gympie HP 20/20, AC 18, medium, pending Fortitude save