POOR MREMAIDS! Fela , Briony can’t help herself; she stops by Rist and Raya and says, Take Nell home, now. NOW! But then she follows you. The Amplify spell is still up! There is no one there to do illusion work to project your face, but your voice booms out across the water, calm and sure.
There are no more than a handful of Royals garrisoned here now---the war has taken them – but they snap to like pros and begin executing your plan. Unfortunately, the only boats in the inlet are the pleasure barges and Creativity’s small, swift ship. All the rest have been moved to the north-east piers to clear the harbor for the festival, so the Royal soldiers deploy to check the wards and get to the clifftop where the temple stands, and some go east and north to where the boats are moored.
You know you can get to the boat being prepped faster than it can get prepped and sail away from the island to get you.
Briony takes over on the mike after you finish, being reassuring. You can see she probably was a good captain, this quiet girl. When she isn;t trying to flirt, she;s very self-possessed, reiterating your instructions, reassuring all these neighbors and friends. The Saltmarsh citizens, following your orders, have already started to light their lanterns, grab their children. Many are calling to this or that tourist (slower, less certain) to come with them. The local militia is arming themselves, but these are mostly fishermen and farmers. Still, they form a thready, wavering line between the water’s edge and the people who are leaving.
Falco , Melisse takes charge of the Primewater VIP Barge evacuation. LInnovation is no soldier, but she’s game as hell and steps up anyway, telling a drunk and belligerent Gellan that Pearl was in Town Hall with Ticker, earlier, and then he agrees to go.
By then, you can hear Fela’s voice reverberating calmly over the waters. Felice runs for the Oweland boat, you to the Solmar’s. On both those decks lights are springing up as Fela gives orders. As you get close to the Solmar boat, however, you hear screaming and the clang of steel on steel.
As you sprint up the gangplank, you see a mass of fishmen swarming the deck. Two have Anders Solmar grappled by the far railing. He kicks and struggles, cursing them, but they leap into the sea with him held between them. Skerrin is running toward the rail where he just disappeared. Two more Sahuagin have Shella Vissir dragged up to the railing as well. Her chaperone lies dead upon the deck.
Just to your right, Rowena Drallion has taken shelter in the bottom of the lifeboat, and Pearl and Aubrek are brandishing the oars, standing between her and more Sahuagin who are not trying to grapple them. At all. They are raising spears, prepared to strike Pearl and Aubreck down. On the other end of the boat, Fee is grievously wounded and an also deeply injured Jasker is dragging her up the stairs to a higher deck where two visitors to Saltmarsh in fine clothes are already hiding. The whole deck is awash in saltwater and blood.
North of you, there is another high deck, and the door to the stateroom beneath is open, showing you a glimpse of a fine bedroom with a weird trough in the center of it, almost blocking the door.
Bingle , Greed does as you say, cantering off in a clatter of hoofs, high kneeing it, trailing jam. You grab Banx’s hand and the two of you run down to the coast. It’s wet and sandy. Salt water mists and spatters at your face. The sea. Oh. It is not flat. That was a lie of distance. It heaves. An endless beast, breathing. Why.
The blaze of cantrips has died down considerably, but you can see in grayscale. The channel is only ten or fifteen feet across at its widest, just big enough for a little boat like Ex-Kreb’s to slip through. Here are a few mermaids, darting up it, tails thrashing, burbling in terror. Bingle, it is terrible, but now that you are at the coast, you see a lot of them have been very murdered, and the tide is roiling them toward the sand, then dragging them back. Long snarled hair, open eyes, limp fins. They are flat. They are unfurled.
Beyond them you see the glowing tridents circling. Yes, Spiritual Weapon. A priestess like the one before, the one with the bright bolt, is out there, and soldiers, most regular but ione with a big Hammmmer. There is a wild tall lady person in armor that shines. Tail. Sleeker and longer than a mermaid tail. The water blues her skin, and she has cheek stripes like the tiger in Ann’s picture of the Ten Fang Fury. She is fighting them, alone now, as a smaller mermaid with a fancier, fatter tail turns and goes up the channel, trailing blood.
Banx casts his entangle, catching the Hammer guy and one regular, and he says, That’s not a mremaid. Chcek the ears. Lalie? Or more dnager?
You armor yourself against the hroribel light that kliled you before, and then you blast at the closest fishman. He is very near the Not a Mremaid , and he dies.
Tempest, some of the mermaids can (could) fight. A dozen know (knew) cantrips, another couple dozen wear (wore) shell armor, toted spears. The Spears all died back by their caves, buying a window for you to gather up some who did not die in the initial onslaught and run.
Many fled in a scatter, pursued by split off squads of fishmen, and they probably died as well. You stayed with the largest group and drove them before you toward the People Town. You have never been, but you have come close, checking, as you check every stronghold near the edge of the territory your mother holds with song and spear.
This was your plan, to bring them here. You can come here, if you want. You breathe in the up. You can speak the languages of your father. But a pair of priestesses followed. Veyr bad. You killed one, but this one is only scratched. She is the problem. You only made it this far because four of the casters stuck by you, bravely, even as she picked them off. Three have died; now only Miri is with you.
A javelin strikes Miri now and she buckles, blood blooming in the water around her. She is nearly finished. You send out a blast of thunder to cover her retreat, and two fishmen die. Miri runs for the channel. Now it is just you, and you are close, but not close enough. You understand that you will die here. Too many for you alone. Even if you run, there are too many tridents left to strike you from behind, and the priestess with her dreadful bolt is there, and this is over for you now. How terrible. How wrong for you to die, when you are so singular and glorious.
Just then, green vines unfurl from the sand, tangling two enemies. A ball of seething pitch, stinking of sulfur, blasts one who was caught in your thunder, and he expires. You see two small figures in black robes, standing close together on the shore. People Towners?
OOC YOU GUYS ARE DOING GREAT! This is, as they say, a developing situation. I will have combat tables up tomorrow. I AM SICK, AGAIN! (the injustice!) and want to go to bed so not making them now ALL SAHUAGIN CURRENTLY PRESENT HAVE AN AC of 12
Ptwids, F ela is not in initiative. I am going to mush time for the PC, but not for the host of NPCs you deployed via GREAT RP and equally great rolls, so do not expect rickardt etc to travel this fast.
If you run east and north, you will go right past the boat where Falco is fighting. You can get onto the pier this round and enter combat next round. If you decide to go south and run east to the island, you will come to where Bingle and Tempest are fighting this round and enter combat next. If you go to the piers where the skips are, you can find the two royals who have a boat prepped to zip to the island. You may have another idea. GREAT, just do as much of it as you could reasonably accomplish in a couple of minutes, and then stop so I can tell you what you see. No bad choices.
GOONIE, here is your map You definitely get a surprise round. If you beat their initiative, below, you can go ahead and take 2 full rounds of action economy. Felice will arrive right AFTER the surprise round and share your initiative.
Here is SKERRIN'S iniatiative, if you beat this, he is on deck after your surprise round; if no, he is leaping into the sea after Anders.
CHEERIO AND PLAID , here is your map. It's more COBBLED together but we will mush it around and make it work. The grey circles are the corpses of 8 or 9 mermaids and 2 or 3 sahuagin being rolled in by the tide.
HAMMER and FishMan B are entangled!
cheerio that was your surprise round. Plaid you have been in combat, so no surprise round. If you beat this initiative, you can take attacks. Otherwise, you can RP and it will be their turn.
Last edited by Fillyjonk; Feb 23rd, 2023 at 07:05 PM .