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Bingle you call a warning to the big Strom-Mremaid (she likes Halran!) who is fighting on your side. You scarmble back, blasting that bad dead creature. She rocks with it, and then Banx's weeds come up around her, holding her fast. She moans and reaches for you. As the weeds grab, another mermaid head bobs up with whited out eyes and reaching, milky arms. Behind them, a dead Sahuagin (not one of the ones you just killed, one of the ones roiling in the waves by the shore) bobbles up, also caught. It is very shallow here.
One dead mermaid evades Banx's grasping tendrils and reaches for the reeds by the bank. She claws into them, gripping mud, dragging her heavy corpse out onto the land. She worms toward you, teeth chattering together, yanking herself slowly along with her hands, her tail undulating snake-like to shove her forward. It is slow and inexorable and single-minded. She doesn't say help. She says, Gnomes. Gnomes.
Halran is bursting trills and images into your head. More more and more are rising. Those that evaded Banx's graspers, some mermaids, some fishmen, struggle through the difficult underwater terrain and then begin to zoom up the river, chasing the last fleeing mermaids who are dragging their hurt friend.
Oh, but surely Greed (unless he is under a rock somewhere perpetrating Fiz-like personal-terror-behavior) is to the people on this side of the Green now, warning them?
Tempest, you swim toward Oceane, asking her how hurt her friend is. She shakes her head, sad.
Arella is gone. But we don't leave our dead. Not to be eaten by those foul monsters. Such sentiment, for corpses! Your father speaks of this, land clerics doing funeral rights, employing fire or earth. Pah. If your mother ever dies (unlikely), she will quite sensibly disperse into foam.
Anyway, Oceane is wrong. You can see Arella stirring, thrashing weakly with her tail so that she spins, showing you what can only be a mortal wound in her chest. Her eyes are milky white, and her green skin and deeper scales have all gone so pale and bloodless she is the color of swamp ice. She is dead, Tempest, and yet she moves. As you watch she sinks her teeth deep into Oceane's shoulder and then bludgeons her head with her powerful (dead) tail. Oceane screams, tearing herself away, and Arella lands another blow on her back as she flees. Oceane is near mortally wounded, but fear fuels her, and she catches up to the other group with the alive, wounded friend. The dead Arella then turns to you. She heads mindlessly toward you, arms outstretched, saying, Cousiiiiinnnn!
Tempest, how many fallen mermaids have been thus "honored?" You have no way to know, but it seems likely each is now a rising undead in the harbor of the human town...
name
health
ac
damage
conditions
concentrating
bingle
30/33
11/13
-3
harlan
1
11
tempest
26/38
17
-2 -10
Lightning Strike 3/10
Banx
15/19
12
-4
Arella
healthy
8
Mre-Zmobie 1
HURT
8
-7
entangled
Mre-Zmobie 2
healthy
8
entangled
Mre-Zmobie 3
healthy
8
Fishmen Zmobie 1
healthy
8
Fishmen Zmobie 2
healthy
8
entangled
Fishmen Zmobie 3
healthy
8
cheerio you can move Halran to where you meant him to be.
here is your map.
Let me know if you can't see it, I will screen shot or repost.
__________________ New here? Come play a NEW PLAYER SOLO GAME
Falco were satisfied with th' service provided from 'is moonbeam when it fried th' last fishman in sight. He released 'is mental hold on it an' let it fade back 'nto th' night. By now, th' ones with Anders were likely well on their way out t' open water. He couldn't see th' ones with Shella no more but, they'd not be far behind. He needed a ship! He didn't have one jus' yet. What he did have, down in th' sea with 'im, were Skerrin.
Skerrin who sold out Anders an more'n likely kept 'im sick jus' like 'is mother. Skerrin who'd jus' taken th' last Solmar from Saltmarsh. Skerrin who jus' shot a bolt 'nto Fela!
Falco kicked forward after th' ol' scoundrel, determined t' not let 'im get away from all this. He reached back an' pulled another arrow o' starlight from a quiver what weren't there. This time, Dirty 20 for 7 radiant damageth' arrow flew true like a shootin' star an' struck Skerrin with a flash o' sparks 'n' light. As he bobbed there in th' waves under th' crimson moonlight, Falco held 'is hand out, palm down, an' began t' form a shard o' ice. When it were long an' wicked sharp he closed 'is hand 'round it an' 25 to hit for 7 damagehurled th' frozen spike which DC 15 Dex save or 7 more cold damageexploded on impact with Skerrin.
Felice knew she hit that last one before it slipped away in th' dark. But t' chase it, she'd have t' leave Falco's light an' she didn't much want t' do that. Th' ol' man caught her attention when 'is bolt hit th' paladin. She reloaded her crossbow as she swam closer t' th' Hin. It'd be nice t' capture Skerrin an' let Gellan hang 'im but th' ol' "servant" weren't given 'em that courtesy. Felice stopped movin' an' jus' floated there as she brought up her weapon, took aim, an' Another dirty 20 for 8 damageput a bolt 'nto Skerrin Waverunner.
Drink Counter: 3/3 5 temporary hit points.
Advantage on Charisma ability and skill checks and saving throws.
Advantage on saving throws made against fear.
Resistance to Psychic Damage.
Disadvantage on Wisdom and Dexterity saving throws.
Disadvantage on Intelligence and Wisdom skill checksLiquid Courage for 1 hour.
Saving Throws: Free Action: Move: 10 feet east Action: Cast Ice Knife at Skerrin: 25 to hit for 7 damage and 7 more cold if he fails a DC 15 Dex save Reaction: Bonus Action: Luminous Arrow at Skerrin: 20 to hit for 7 radiant Condition: Beaded and Braided: +1 to charisma rolls for the day, Drunk Concentrating:
Halfling︱Druid Falco Goldenbairn HP: 27/38 AC: 12 Spells: DC: 15 Level 1: [X][X][X][ ] Level 2: [X][ ][ ] Level 3: [ ][ ] Wild Shape: [X][ ] Attuned: House's Whistle, Moon Sickle DM Inspiration: None Potions: 1 bottle of Granny Peth’s Nervous Drops, 1 2d4+2 HPPotion of Healing, 4 Potions of Alter Self (8 hours) Carrying for party: A simple wooden band that appears to be entwined by evergreen ivy vines. The top is decorated with a small rose petal, which remains bloomed and perfect until the ring's effect is used. The petal may be expended to heal a target the wearer can touch by 2d4+2 hit points. Once used, the rose petal wilts and falls off the ring, but each day at dawn the petal blooms and can be used again. It doesn’t require attunement.Band of the Dryad ; One letter stamped with a stargazing rabbit; one paper with signal notes; 1,573 gold, 30 silver, and 6 copper; a Hag's purse, a red velvet rat-pouch; 1 chairfart; Pipe of Rememberence, House's Whistle, 1 green diamond worth about 300 gold, 1 red feather pendant, 1 temporary red feather tattoo (3 days), 1 Dragon Gas Bomb, Kreb's keyring, a small wooden box with a portable hole, a letter, a pair of Dimensional Shackles, 1 Good for use intown or swamp, single use on a monster or NPC targeted creature will follow the Distractimal away in the direction you specify for d6 rounds. This effect is broken if the creature is harmed by the party. Multiple creatures in a room may be targeted and will spend 1 round gathered around it questioning, allowing you to sneak past a doorway or cavern entrance with no stealth roll.Beetle Distractimal
Recipes known (Herbalism):
Potion
Ingredient
When you expend hit dice to recover hit points while using this salve, you recover an additional 3 hit points for each hit die expended. This effect lasts for 1 hour after applied.Soothing Salve
Sourgrass
You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.Potion of Healing
Red Amanita Mushroom
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.Antitoxin
Rowan Berries
Ingredients carried: 2 Red Amanita Mushrooms
Herbalist advantage on the following checks:
* Your knowledge of nature and uses of herbs can add insight to your magical studies that deal with plant creatures and your attempts to identify potions.Arcana
* When you inspect an area overgrown with plants, your proficiency bonus can help you pick out details and clues that others might miss.Investigation
* Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.Medicine
* You can identify most plants with a quick inspection of their appearance, smell, and their surrounding environment.Nature and Survival
Saves: Free: Move: 10ft towards Falco Action: Attack Skerrin with hand crossbow: 20 to hit for 8 damage Bonus Action: Reaction: Condition:
__________________
Hey kids, do ya like Spelljamming? Join me and the other Astral Agents as jbear plots a course through Wildspace every other Thursday @ 7 pm EST streaming LIVE on YouTube.
This new reality of 'undeath' came crashing upon Tempest all close and personal way too quickly. Dead meant dead. She read in one of her father's tattered-worn books, "There's a big difference between mostly dead and all dead. Mostly dead is slightly alive."*. Almost-mostly dead or 'still a breath caught in their gills dead' wasn't EXACTLY completely dead if you had the ear of a goddess when a prayer was said with a gem in hand to get her attention. To Tempest, the jewel was to get her attention. Her father said it was to channel the power and to 'stop being so contrary, young starfish'. Her father, a faithful follower of Aerdrie Faenya, taught his lovely daughter the way of the air and storm goddess. These lessons helped the young Siren understand and gain an ounce of respect for the world of air breathers, their love of music, and how life could be beautiful out of the sea. Nothing, except ghostship legends (many her mother was probably responsible for) prepared her for what Bingle just shouted as a warning. Dead but alive with their guts….no longer inside? That was not an illness that could be cured. The Gonmes voice, the tone, concerned the Siren, because the smol one's concern for her and her friend sounded very real, as though she might be afraid of what would happen if any of them remained in the water.
Tempest wasn't so much scared as she was surprised…Taken aback. Back, back, back. Oceane was bitten with a violence she had never seen displayed before by a Mermaid with such abandon. Tail whaps, absolutely, but what Arella was capable of doing to a 'sister' mermaid….there was simply nothing of her behind those oyster-white eyes.
With a quick tail-stroke, the Siren propelled herself backwards, rising half out of the water with blue scales glistening near-purple in the crimson moonlight. Before her were the swimming dead to either side as she left the snapping teeth of Arella and coo-ing call of 'cousin' behind. She had a strong feeling the Mermaid was beyond healing and restoration, becoming a deadly threat. Behind her the Gonmes were being chased by a monstrosity with other 'dead-now-moving' caught in the thickened seaweed. The spectral trident of blue and birb green stabbed downwards at the Bingle-stalking-flopping-zombified-mermaid like a hungry noble presented with a boiled lobster claw. Tempest gestured toward Bingle and Banx with her trident swirling in the air once the colorful spectral version struck true and deeply.
As the narrow-eyed Siren backed into shallower water, legs stretching in clinging fabric patterned in muted greens and a rectangular blue bag attached over one hip, she turned all the way around to get a fast gander at all of the moving-dead. There was no way to reach Oceane to heal her before the onslaught. There was something to be said about loyalty amongst kin, even if that kin were dead. If Tempest's father were dead, she surely would not want one of the sharkteeth to eat him. Crabs, eels, even snails, fine, but not THEM. It was insulting. As the thought of her father flickered into her mind, the breeze across her face and thighs roused a memory of what he had said about desperate situations. She took him seriously, though his words seemed nonsensical, he was still an Elder and an Elf, a holy-man who had such a beautiful faith and way about words that her mother appreciated day in and day out.
Even as a being of water, Tempest was also of the air, and the goddess crafted rain for the seafolk, and clear days, and wind for the ships, and storms as a challenge (or for her delight). His daughter was blessed and granted the ability to call the storm, the rain, the thunder - she could protect and defend, kill and heal both as a Siren and one who has been smiled upon by Aerdrie Faenya. Now of all times, Tempest needed her goddess more than ever - she was surrounded but not defeated, especially in spirit. Death was everywhere in unnatural ways that she did not understand but it did not kill her confidence. There was a howling anger at this Priestess who must be behind this, and the Siren must set things as right as she could. She had a fierce reputation to uphold and the Swimming Dead were not a tolerated atrocity.
Tempest cried up to the sky, banging her trident against her shield of blue with a heron emblazoned upon it as she called upon Aerdrie Faenya's blessing with all of her conviction to rid sea and land of these reanimated corpses that cannot be healed or quieted. The Siren stood there in the water with her feet pressed into the sand and silt as she held her shield and trident in a dramatic pose, calling out to the surrounding milky-eyed, teeth-gnashing undead to "..return to the sea's foam and BEGONE!"
*Quote from the Princess Bride.
Tempest
Chaotic Good | Siren | Tempest Cleric of Aerdrie Faenya | Level 5
HP: 26/38 | AC (15) with Shield (17) | Initiative: +1 | Darkvision | Acid Resistance
Weapons: +5 to Hit / Damage: 1d6+2 (1 handed or thrown) or 1d8+2 (2 handed)Trident +1 | +4 Attack / 1d4+1 DamageDagger | (3/3)+4 Attack / Damage: 1d6+1 Damage)Javelins
Spells: +3 Modifier | Spell Attack +6 | Save DC 14
Level 1 Left: 4/4 | Level 2 Left: 2/3 | Level 3 Left: 1/2 Cleric Spells Cast: Call Lightning, Spiritual Weapon Cantrips: Acid Splash, Mending, Spare the Dying, Toll the Dead, Word of Radiance
Divine Tempest Magic: When a creature within 5 ft. that you can see hits you with an attack, you can use your reaction to cause the creature to make a DEX saving throw (DC 14 or it takes 2d8 lightning or thunder damage (your choice), half damage on success).Wrath of the Storm: Remaining: 2/3 (per Long Rest) | Channel Divinity, once per short rest, 0/1] Destroy Undead or Destructive Wrath
Siren Spells Once Per Long Rest: Create or Destroy Water, Water Walk |
Other Stuff/Notes:
Turn Summary Initiative: 21 Move: Away from Arella to the shoreline. (on the 3rd square North of Harlan) Action:As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw DC14. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.Channel Divinity:Turn Undead At 5th level, At 5th level, when an undead fails its saving throw against your Turn Undead feature, it is instantly destroyed if it is of CR 1/2 or lower.Destroy Undead comes into play. Bonus Action: Move Spiritual Weapon (Trident) 20 North and attack Merzombie3. Attack: 21. Damage: 11 Reaction: Conditions: On two legs currently. Half in/half out of water in shallow water. Concentrating: Call Lightning. Object Interaction: Other:
__________________
Posting: Catching up! "Speak your mind even if your voice shakes." RBG
Last edited by PlaidPeregrine; Mar 6th, 2023 at 02:08 AM.
So many terrible dead things. Every terrible dead thing turning back up alive. And they have creepy words and wrong ideas.
The most important thing is for her and Banx not to get turned into creepy undead gnomes going "meemmrraaaaaids" and creeping along with white eyes. The second most important thing is getting those alive mermaids up the river and to safety. And if that means drawing aggro, with Harlan's help she will draw aggro. Casting an urgent look at Banx, her fortieth or forty-first urgent look of the evening, equally clear in purpose, she dashes back down the bank toward the channel. The blue mermaid is coming too, with! legs! now! And a big trident whacking into the one that wants to eat them. The others struggle against Banx's tangle of vines. Good job, Banx.
"I AM BINGLE CURIOSA, AND I AM VERY NUTRITIOUS," she yells at the zombies creeping up the channel, and Harlan flutters and dives around the undead fishman, as she blasts it with her evil. She would prefer Banx stay up on the hill and concentrate on the seaweed trap, but of course he will insist on getting into the mix, swishing a frosty ray at the zombie mermaid.
The mermaid tells the zombies to begone and Bingle echoes encouragement in her wild screech. "THAT'S RIGHT, BEGONE!"
OOC: Initiative: Saving Throw: Move: Action:
Banx: Ray of Frost vs. MER4
Dice Roll:
d20+5sh8
(3)+5
✔
Total = 8
Dice Roll:
d8
6
Bingle: Eldritch Blast vs. SAH3
Dice Roll:
2d20+4sh8
(6, 6)+4
✔
Total = 16
Dice Roll:
d10
4
Bonus Action: Reaction: Hellish Rebuke if hit. Free Action: Concentrating: Banx is concentrating on Entangle. Conditions: Harlan's Action: Distract the fishman, giving Bingle adv on Eldritch Blast.
Bingle Wildwander
Forest Gnome
Wizard 4, School of Transmutation. Warlock 1, Pact of the Fiend.
Two more Sahuagin fried up by Saliber's heat, sliced up by Fela's sword. Shella once again free and sinking slowly...and again another Sahuagin swam out of the darkness and pulls the child of Saliber down again into the darkness, this time far enough that Fela can't see, and Fela is just starting to kick after her yet again when the pain shoots into her ribs, more hot fire of pain, and then the terrible cold of the poison.
She's failed. Shella and Anders have been dragged away to the depths, presumably to be killed in some terrible magical ceremony. Screaming from above the water suggests things aren't much better on the shore. She should swim to the pier, see to her wounds, help muster what's left...but what good would it do? She's spent, can barely kick enough to keep her mouth above the water, much less fight off the rest of this army. She hasn't saved anything, hasn't protected anyone. All she's done is bring death and destruction. That screaming on shore...she'd told Briony to stay and direct the evacuation...putting her in harms way. And Skerrin would get away, too -- maybe killing Falco...
Falco. She could still save Falco. Or maybe it's a fatalistic, could still kill more people here in the water before she died herself, doesn't have to go back and see the results of her failure on the shore...either way, she struggles to turn to see Skerrin in the last of Falco's light, desperately channels what small strength she has in her stomach, feels the familiar small flip...
...and splashes back down into the water, just the other side of Skerrin, a smaller glimmer of Saliber's heat there, the last dying embers of a sunset, as it slices into the old traitor, and when she swings it around again to catch him a third time the light is gone, it's just a Fishman's blade, no glory or honor in the violence, just death.
She tries to talk to Falco, but is so out of breath, and her mouth is underwater half the time anyway, that only a few disjointed words spill out, a disjointed poem. "Change...shark...Shella...dark".
If her two slices are enough to slay Skerrin, Fela struggles to kick the last few feat to the edge of the pier and clings desperately to it, coughing, grateful to rest her legs a moment. If not, she'll stay swimming close to him, awaiting the flash of the poison dagger to send her to the deep, hoping it would give Falco and Felice enough time to finish the job she couldn't finish.
Failed the save vs. poison to go to 8 HP. Rest of rolls here
Bonus action: Burn last level 2 spell slot to Misty Step 30' up and over to just above Skerrin. Action: Attack and hit Skerrin twice, using last level 1 spell slot to smite on first hit. First hit does 5 magical slashing and 3 radiant, second hit does 10 magical slashing
Movement: IF Skerrin dies, 15' up on map, to hold to onto a support of the wharf.
Reaction: If Skerrin is still up, guess an AOO if he swims away? Too scary to contemplate so not rolling it. Can't see how she'd get use her fighting style.
CHARACTER SHEET HP: 8/44 AC:In Chain Mail, with/without Shield16 or 18 Spells: Fey-Touched: Charm: 1/Per Long Rest1 | Misty Step: 0/Per Long Rest1 Level 1: 0/4 Prepared: Alarm, Compelled Duel, Detect Magic, Bless, Command, Shield of Faith Level 2: 0/2 Prepared: Moonbeam, See Invisibility, Prayer of Healing, Zone of Truth Lay on Hands: 25/Per Long Rest25 As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover.Divine Sense: 3/Per Long Rest5 Channel Divinity: 1/Per Short Rest1 You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.Watcher’s Will You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.Abjure the Extraplanar You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.Harness Divine Power Attuned: Shield of Missile Attraction, Inflitrator's Key, DM Inspiration: NO Heal Potions: 1, from Tumble Carrying: Drunkard’s map, 2x Nyssa's Can keep watch all long restWatchdogwood Petals, 1x Granny Peth's Beast Befriender's Fluid, Shield of Missile Attraction, Magic +1Xendrose's Sword, +1 Springer Sword Pearl's calling card, Make a ranged attack against the target. On a hit, the target takes 3d8 poison damage and must make a DC14 Constitution saving throw.
On a failed save, it is also poisoned. It can repeat the save at the end of each of its turns.Dragon gas bomb, Turtle Distractimal Ricardt, the Retainer: HP: 12/12 AC: 10 Hide+10 Maude, the Marsh Tacky: HP: 13/13 DC 16 Animal Handling check, once per dayLoyalty checks (here)1/3
Falco, what is colder? The water or your rage? You release your Moonbeam to the red above and loft a light-arrow that sinks deep into this hated betrayer. Does it feel good to see he is low on their priority list? They have taken the young couple, but abandoned the very ally who has risked his life here undercover.
Like Captain Kiernan always said, Lie down with scum, get left low and wet with icy-druid magic harrying you. Or something much like that.
Again, even in the drink, he is EVASION to half dam on failed dex save, no dam on a saveslithery and dextrous enough for the explosion to harm him less than you expected.
Felice has managed to rip her swirling dress away and now is bobbing in her dark leather rogue-skins, eyes blazing hate at the old rat bastard. Unhampered, her bolt flies true. She shoots you a feral grin.
Fela, you are so hard on yourself. Your order trains you to be so. You stay in the fight, stay conscious, stay afloat, and it is an act of will. You BAMF through the air to Smite and slash at Skerrin. He flails and chokes on seawater, very deeply hurt. He disengages and thrashes away from you to---to what? He can't see in this dark or breathe underwater any more than you can.
He dips his face down into the sea, though. and you can hear him gargling desperate words in the ugly language of the Saguagin. No answer. No allies. He gets close to the side of the Wailing Maiden, and then his arm comes up, swinging something, tossing it up. You hear a thunk as his grappling hook hits the deck and sticks, solid.
Fela! Feeela! a voice calls from the dock. If you look, it's Innovation, so scared the blue of her skin has gone two shades paler, but here. Alone. Hopefully that means the governing body of Saltmarsh is safe in the town hall, making decisions and deploying militia, but she did not go with them. She must have followed you down the dock. She drops to her belly and stretches her arms out over the water toward you. One hand is open to help pull you up, the other holds a large, red potion. I'll help you out! Or --- should I throw this to you or---?
You both hear ragged breathing, south, as a mermaid surfaces just inside the light. Blood streaks her face, running freely from a head wound. She is crying. She gasps out in deeply accented common, Oh, help. Out me out! My sister. My dead sister try to killing me? How?
The voice of Briony is still amplified over the water, calmly issuing instructions to what is clearly a crowd still in mid-evacuation. Out in the darkness, you hear what must be more mermaids surfacing and screaming, some crying out warnings, some screaming for help.
[B]OOC: here is your map Let me know if you can't see it, I will screen shot or repost.
name
health
ac
damage
conditions
concentrating
falco
27/38
12
-5 -6
fela
8/44
16
-6 -10 -20
felice
24/24
15
skerrin
hurt
15
-8 -7 -7 -7 -3 -8 -5 -3 -10
The Sahuagin used their movement and action, so the ones with Shella and Anders are each 80 feet farther going down and into the dark, so I took them off the chart. If you think of a way to counter this, I can put them back on.
Fela has some movement options left in this round that should be resolved before you do your next action economy. Since Skerrin neither died nor is eligible for an AoO (he disengaged as his bonus action), her conditional movement is open to the two options you laid out: You can say that last round she went the 15 feet and take the potion from Innovation. You can say that she stayed where she is or she can go after Skerrin. If you choose B, she can ask Innovation to throw it---DC 13 free dex check to catch it. (It is a Greater Heal)
Tempest, it's late. The moon is high and small now, so you only see your colors in the vaguest ripples. Most of the world is gray scale to your eyes. The darkest parts are the blessed black found in deep-sea, and it contrasts with the empty pearl glow of Arella's empty eyes.
Some days, you are your mother's daughter, wholly. But in this moment, seeing these undead rise, you are your father's. You have never met the undead outside of books and stories,Tempest. Your father hates them above all things. Arella thrashes that vile, bloodless tail at you, but you easily avoid the blow and blast at the undead. Storm-light rips into them, and all but Arella, too far from you, and the mermaid closest to Oceane fall away into ash that blackens the surface of the tide. Your trident swings at empty air, swirling the ash up into the night.
Bingle, Banx goes with you up the hill. He has a fight face he makes, brows down, teeth sunk into the side of his lower lip. It's the same face as when he reads so deep and earnest that you have to say his name a bunch of a times or throw a thing at him to pull him from the book. Now, he catches your look and returns with with a Hell, Yes, I got your back look. His hands are shaping to call cold.
The strom-memraid pops up and talls. She talls up long onto legs (that she has called correctly into being by having them wear pants, which you see instantly wins Banx's approval). Then she yells pray-things, BEGONE, and you echo, BEGONE! and they mostly all just melt to ash.
There are two still coming, one very close to the hurt ones in the channel, near to Halran, and you and Banx both blast it, one with cold, one with the dense black heat of Malbolg.
The dead one you blasted turns toward you, uncomprehending of your claim to tastiness perhaps, but called by the violence. One of the mermaids in the channel is still dragging her friend keep going, but the other comes back toward you. The last one---Oceane---comes too. They are both reaching for the reeds, dragging up on the shore. Bingle, Why won't they make legs like this other one? They are slow, slow, clawing at the wet earth and worming and crying.
Hurry, Cascade! Oceane gasps to her friend.
The undead pauses at the shore to rear and then strike with both hands down at you. She misses and splashes back, soaking your robe in salt.
Down the hill, more bodies churn and roil in the surf, drifting into Banx's entagle as the tide pushes, but the magic doesn't seem to grab at them.
Tempest, Arella follows you, spinning slow and unwieldy, and now she has found words. Diiieee, Siiiiiren, Diiiiieee, Siiiiiren Her muscular tail swipes at your legs, trying to knock you back with her into the water, but you are braced and stand fast, unharmed.
name
health
ac
damage
conditions
concentrating
bingle
30/33
11/13
-3
harlan
1
11
tempest
26/38
17
-2 -10
Lightning Strike 3/10
Banx
15/19
12
-4
Arella
healthy
8
Mre-Zmobie 4
VERY HURT
8
-7 -6 -4
ooc
here is your map. Let me know if you can't see it, I will screen shot or repost.
cheerio, I retargeted your blast to hurt the mermaid who was still "alive" and close to you, but the weapon was a melee attack and the weapon had to move into place, sorry, Plaid. Plaid almost NO ONE saved and they are CR 1/4 so they were destroyed by TURN.
4 has 5 HP left, Arella has 22, so if you finish them, you can say what happens.
__________________ New here? Come play a NEW PLAYER SOLO GAME
It's fine to say you just want the mermaids to get to freedom. It's fine to yell and wave your hands like, come here and eat me, I'm nutritious! But then when you're ankle deep in river water and the undead monstrosity actually turns its dripping head at you and blinks its milky eyes at you, it's unsettling. And rakes its terrible clawed fingers all down your evil cloak!? Well. Bingle shuts up. She considers running, swimming, scrambling over those slow crawling mermaids to safety. But then a streak of white magic blinds her for a second, she's shivered by a cold streak. She hears the zombie splush into the water before she rubs her eyes and looks. Frozen by a well-placed blast of ice. She looks at Banx who is dusting off his hands. Is that a smirk. He. Is. Really. Living.
Bingle turns toward their new blue friend and sends a black ball of evil into the zombie that's messing with her. Pretty. Slick. Huh. Now that the zombie isn't clawing at her, she feels much better being ankle deep in sludge.
"I think we should go back up by the riverbank!" she calls to Banx and their new ally. "To see if there's anything going on up that other branch of the river, around the other side of the island. Harlan, go up there, where the fireworks were getting set up, and see what's up!"
Harlan flies off, and Bingle stamps around in the mud, trying to help the mermaids who are beached and struggling.
OOC: Initiative: Saving Throw: Move: She's planning to go up the riverbank, if Arella gets dead, but for this round can she use her movement to try and help the mermaids who are trying to get out of the water a little bit? Action: Rolls are in the dice thread.
Banx: Hits MER4 with a 16 for 7 damage with Ray of Frost.
Bingle: Hits Arella with a 23 for 9 damage with Eldritch Blast. Bonus Action: Reaction: Hellish Rebuke if hit. Free Action: Concentrating: Banx is concentrating on Entangle. Conditions: Harlan's Action: Use action and movement to cross over to the island and see what's up. He can go 100 feet from her, and that will take all his dash to do. His passive perception is 13, and here's a roll in case you would like one:
Dice Roll:
d20+3
(18)+3
Total = 21
Bingle Wildwander
Forest Gnome
Wizard 4, School of Transmutation. Warlock 1, Pact of the Fiend.
"No good," Falco called back t' Fela, "They've gone too far, we need t' find out where they're takin' 'em. He knows!" Once more, he pulled an arrow o' starlight from th' air behind 'imself an' hurled it at Skerrin who were swimmin' desperately away from her. Th' Miss with a 13arrow sailed over his damnable head as Skerrin dipped below th' surface again fer a burst o' speed. "We need t' take a ship, need a crew."
No tellin' how many more fishmen were waitin' jus' past th' harbor. Or already approachin' fer that matter, who knew what Skerrin were blurblin' under th' waves. Falco watched th' ol' scallawag toss a line up t' th' Wailin' Maiden and frowned. That were his ship! Or it were gonna be, later t'night. After they dealt with this untimely mess.
"Ye won't be leavin' here this night, Skerrin!" Falco called out o'er th' water. He raised 'is Moonsickle high 'nto th' night an' it seemed t' catch th' red light, wash it in silver, an offer it back brighter. "But don't ye worry, I'll be sendin' all yer Red Feathered friends along after ye real soon!" He slashed th' Moonsickle at Skerrin an' Cast Guiding Bolt @ 2nd level: 25 to hit for 17 radiant damagechanneled a bolt' o' shinin' starlight through it an' 'nto th' fleein' ol' knave where it struck 'im like a miniature version o' th' fireworks they were s'posed t' be watchin'. It lit 'im up like a miniature moon.
Felice took another bolt from her hidden quiver an' slotted it 'nto th' crossbow. She weren't about t' let that ol' rat bastard get away an' make 'em look like fools. It were bad enough th' nobles got snatched, someone had t' pay fer it. Skerrin were th' only one around what could. She leveled her crossbow jus' as Falco's magic set her target t' glowin'. But when she pulled th' trigger a voice cried out from th' water. There were somethin' in that voice what she'd heard before, it were terror pure an' unrefined. She jerked her head t'ward th' shoutin' whilst swimmin' closer t' th' dock 10 with advantage from guiding boltcausin' her bolt t' sink harmlessly below th' sea.
Falco heard th' mermaid shoutin', even in th' dim light he knew she were a mermaid. Th' sahuagin were why they'd been s' close t' land th' other day. This one looked nothin' like th' one before. Mainly 'cause she were bleedin' an' terrified. My dead sister, she said an', killin' me? How? He suddenly grew colder an' it weren't from th' water. Ever'where they've been what th' Red Feather's have touched, they'd encountered undead. All th' way back t' Glotten. What else were out there? "This way!" He called out t' th' mermaid, "We'll help ye." Falco cautiously swam t'ward her jus' a bit.
Drink Counter: 3/3 5 temporary hit points.
Advantage on Charisma ability and skill checks and saving throws.
Advantage on saving throws made against fear.
Resistance to Psychic Damage.
Disadvantage on Wisdom and Dexterity saving throws.
Disadvantage on Intelligence and Wisdom skill checksLiquid Courage for 1 hour.
Saving Throws: Free Action: Move: 5 feet towards mermaid Action: Cast Guiding Bolt at second level at Skerrin: 25 to hit for 17 radiant damage Reaction: Bonus Action: Luminous Arrow at Skerrin: 13 Condition: Beaded and Braided: +1 to charisma rolls for the day, Drunk Concentrating:
Halfling︱Druid Falco Goldenbairn HP: 27/38 AC: 12 Spells: DC: 15 Level 1: [X][X][X][ ] Level 2: [X][X][ ] Level 3: [ ][ ] Wild Shape: [X][ ] Attuned: House's Whistle, Moon Sickle DM Inspiration: None Potions: 1 bottle of Granny Peth’s Nervous Drops, 1 2d4+2 HPPotion of Healing, 4 Potions of Alter Self (8 hours) Carrying for party: A simple wooden band that appears to be entwined by evergreen ivy vines. The top is decorated with a small rose petal, which remains bloomed and perfect until the ring's effect is used. The petal may be expended to heal a target the wearer can touch by 2d4+2 hit points. Once used, the rose petal wilts and falls off the ring, but each day at dawn the petal blooms and can be used again. It doesn’t require attunement.Band of the Dryad ; One letter stamped with a stargazing rabbit; one paper with signal notes; 1,573 gold, 30 silver, and 6 copper; a Hag's purse, a red velvet rat-pouch; 1 chairfart; Pipe of Rememberence, House's Whistle, 1 green diamond worth about 300 gold, 1 red feather pendant, 1 temporary red feather tattoo (3 days), 1 Dragon Gas Bomb, Kreb's keyring, a small wooden box with a portable hole, a letter, a pair of Dimensional Shackles, 1 Good for use intown or swamp, single use on a monster or NPC targeted creature will follow the Distractimal away in the direction you specify for d6 rounds. This effect is broken if the creature is harmed by the party. Multiple creatures in a room may be targeted and will spend 1 round gathered around it questioning, allowing you to sneak past a doorway or cavern entrance with no stealth roll.Beetle Distractimal
Recipes known (Herbalism):
Potion
Ingredient
When you expend hit dice to recover hit points while using this salve, you recover an additional 3 hit points for each hit die expended. This effect lasts for 1 hour after applied.Soothing Salve
Sourgrass
You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.Potion of Healing
Red Amanita Mushroom
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.Antitoxin
Rowan Berries
Ingredients carried: 2 Red Amanita Mushrooms
Herbalist advantage on the following checks:
* Your knowledge of nature and uses of herbs can add insight to your magical studies that deal with plant creatures and your attempts to identify potions.Arcana
* When you inspect an area overgrown with plants, your proficiency bonus can help you pick out details and clues that others might miss.Investigation
* Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.Medicine
* You can identify most plants with a quick inspection of their appearance, smell, and their surrounding environment.Nature and Survival
Saves: Free: Move: 10ft towards dock Action: Attack Skerrin with hand crossbow: 10 with advantage Bonus Action: Reaction: Condition:
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As the living-dead collapsed into dark ash at her prayer, Tempest was awash with reverence for her goddess Aerdrie Faenya. All around her the wrongness was caught by a breeze or sent to the ocean. She hoped the living-living Mermaids understood she was not acting out of malice, but out of practicality. No one should be eaten by their relatives unless there was some great wrong that was completely unforgivable. Even then, that was rather barbaric and not a practice of Sirens; that was something one would expect of the sharkteeth.
The Siren braced herself, bending her knees, checking her legs, checking the Gnomes' legs and feet to see if they had toes or foot-coverings. As her floating trident danced on over through the air, the black ball of effective evil slammed into Arella as Tempest braced herself as the pale, ick-like tail whapped threateningly at her legs. A quick glance is made toward the green-haired Gnome as she seemed puzzled and possibly insulted, but probably more puzzled in her growing fury against this once-friend-of-Oceane. Maybe a little bit insulted because why would one such as herself need help? Maybe she looked weak. Or maybe they are helpful like Sea Elves or the little green coin-sized crabs that garden-clean gross worms off of fancy fish with the most delicate of little claw-touches. No. Silly thoughts. They, too, understand that these horrible evil creatures that are hated by land-dwellers need to die. They are wise in these ways, these two robed ones.
A whispered Elven prayer, one that is solemn, is spoken by Tempest to the attacking not-exactly-a-Mermaid. "We will call vengeance down on those that cursed you, Arella." And the heavy tone of a mourning bell Toll the Dead for 8/Wis Save DC14resounded about the pearl-eyed, empty creature. Within seconds, the floating Spiritual Weapon to hit 21 with damage 6spectral trident plunged into the undead's sickly pale body.
Tempest remained standing with her shield forward and trident in hand as the other floated next to her as she waited for the once-Arella to fall or to strike out at her again. With another quick glance at Bingle and Banx and the pair of terrified Mermaids clawing their way up the shore, she said. "The injured Mermaid is Oceane who I will bring life to as soon as her former companion remembers that she has passed on. I will - I being Tempest - accompany you Bingle Curiosa and magic one but these Mermaids need sanctuary, a place to hide, and water. Will your people provide these things with um…" The Siren thought back to the books she has read, and stories her father had told her about this world that is full of wonders to behold and dangers, and dangerous people, like pirates who do not live on ships. "..honor and truth in their ribs? I have no tolerance for Mermaids being made to suffer by surface-dwellers. I will meet with your King!" Tempest said this much louder and prouder than she expected, but the dramatic nature of such a statement was not one to whisper. Her trident remained at the ready, as she struck her pose.
Tempest
Chaotic Good | Siren | Tempest Cleric of Aerdrie Faenya | Level 5
HP: 26/38 | AC (15) with Shield (17) | Initiative: +1 | Darkvision | Acid Resistance
Weapons: +5 to Hit / Damage: 1d6+2 (1 handed or thrown) or 1d8+2 (2 handed)Trident +1 | +4 Attack / 1d4+1 DamageDagger | (3/3)+4 Attack / Damage: 1d6+1 Damage)Javelins
Spells: +3 Modifier | Spell Attack +6 | Save DC 14
Level 1 Left: 4/4 | Level 2 Left: 2/3 | Level 3 Left: 1/2 Cleric Spells Cast: Call Lightning, Spiritual Weapon Cantrips: Acid Splash, Mending, Spare the Dying, Toll the Dead, Word of Radiance[/color]
Divine Tempest Magic: When a creature within 5 ft. that you can see hits you with an attack, you can use your reaction to cause the creature to make a DEX saving throw (DC 14 or it takes 2d8 lightning or thunder damage (your choice), half damage on success).Wrath of the Storm: Remaining: 2/3 (per Long Rest) | Channel Divinity, once per short rest, 0/1] Destroy Undead or Destructive Wrath
Siren Spells Once Per Long Rest: Create or Destroy Water, Water Walk |
Other Stuff/Notes:
Turn Summary Initiative: 21 Move: Staying there. Action: Cast Toll the Dead for 8 Damage. Wisdom save DC14. Bonus Action: Move Spiritual Weapon (Trident) 10 feet East so it's right next to Tempest. Attack Arella with Trident: To Hit: 21. Damage: 6. Reaction: Conditions: On two legs currently. Half in/half out of water in shallow water. Concentrating: Call Lightning. Object Interaction: Other:
__________________
Posting: Catching up! "Speak your mind even if your voice shakes." RBG
Last edited by PlaidPeregrine; Mar 6th, 2023 at 11:00 PM.
It's not over yet. Her blows don't sink Skerrin, and he cunningly slither-slips away from her blade in the water, a move she didn't expect. Her legs are still kicking, struggling to stay afloat, at once burning from exertion and freezing from the seawater. Briony's voice is still booming across the water -- the town isn't completely overrun yet.
Exhausted, head barely above the water, she has no idea beyond that what's happening, where the Sahuagain have taken the betrothed, what all the screaming is about. A high wave of frustration crashes over her consciousness as Falco declines to give chase, but falls back and away just as quickly. Falco is the one with the light, with the star map -- he can navigate. Fela turns to chase after Skerrin, happy to be taking orders for once.
It's a hard road to walk. A hard harbor to swim? Her armor and gear and nearly dragging her under, her body protesting at the continual effort just to stay alive. She curses herself for using her teleportation to chase Skerrin the first time, not get herself dry. And immediately Innovation is there, offering a hand up and out of the water, an end to the endless paddling, her sweet warm breath. She waves off the potion -- "I'd drop it!" -- arms too heavy to trust, spares a few syllables of breath to yell back cryptically "His rope? Stay safe!" Innovation's a civilian, but maybe she had a trick up her sleeve. But the message of looking after herself is valued -- she's losing a lot of blood into the water after Skerrin's dagger got her, and she slows her paddling enough to reach her hand around, summon almost the last of Saliber's gifts to fingers, and send a wave of warmth along her back to stitch the flesh together.
Innovation's not the only new face -- Mermaid. Undead mermaids. Fela's glad Falco, better swimmer and less armored, has the breath to answer, and greedily saves her own. She has little help to offer at the moment, out of her element as she is. But she spares a glance into the dark depths.
Stayed put last round to try to get Skerrin; RAW she couldn't have used that swimming to chase after him, or position herself in direction he was going to go as he didn't know, but she chases after him in the water, so.
Action: Lay on Hands on herself, restoring 23hp, saving 2hp to bring back people if they're down...
Movement: 15' struggle-swimming after Skerrin
Reaction: If she can get close enough to Skerrin AOO (or make him burn bonus action to disengage) Bonus action:
CHARACTER SHEET HP: 31/44 AC:In Chain Mail, with/without Shield16 or 18 Spells: Fey-Touched: Charm: 1/Per Long Rest1 | Misty Step: 0/Per Long Rest1 Level 1: 0/4 Prepared: Alarm, Compelled Duel, Detect Magic, Bless, Command, Shield of Faith Level 2: 0/2 Prepared: Moonbeam, See Invisibility, Prayer of Healing, Zone of Truth Lay on Hands: 2/Per Long Rest25 As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover.Divine Sense: 3/Per Long Rest5 Channel Divinity: 1/Per Short Rest1 You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.Watcher’s Will You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.Abjure the Extraplanar You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.Harness Divine Power Attuned: Shield of Missile Attraction, Inflitrator's Key, DM Inspiration: NO Heal Potions: 1, from Tumble Carrying: Drunkard’s map, 2x Nyssa's Can keep watch all long restWatchdogwood Petals, 1x Granny Peth's Beast Befriender's Fluid, Shield of Missile Attraction, Magic +1Xendrose's Sword, +1 Springer Sword Pearl's calling card, Make a ranged attack against the target. On a hit, the target takes 3d8 poison damage and must make a DC14 Constitution saving throw.
On a failed save, it is also poisoned. It can repeat the save at the end of each of its turns.Dragon gas bomb, Turtle Distractimal Ricardt, the Retainer: HP: 12/12 AC: 10 Hide+10 Maude, the Marsh Tacky: HP: 13/13 DC 16 Animal Handling check, once per dayLoyalty checks (here)1/3
Falco, the old rogue can slip your arrow and your ally's, but not the painful radiance of your bolt. It whams him into the golden blond wood of Wailing Maiden, and he gleams as brief and bright as a flare as he begins scrambling up the rope.
You call to the mermaid and she beelines right to you, so frantic she leaves a large wake. She is hurt, but not fatally, and clearly terrified. Out me out this waters! My deads! My own deads hurting! Ahhh! Her eyes are wide with terror. Just as you reach her, you feel cold hands on your bare feet, grasping at your ankles. They begin to pull you inexorably downward.
Fela, you go after Skerrin and reach the rope as he is scrambling up it. You cannot seem to land a blow, and he disappears, moving onto the deck and out of your line of sight.
Oh, **** me, Innovation says. Fela, are you seriously going to--- She leaps up and begins running down the dock toward the Wailing Maiden.
Over the loudspeaker, Briony says, What is that---what--- her voice cuts out abruptly as the cries and screams of the mermaids gets louder. You acted fast, and many of the citizens are already hastening away from the greens and the piers, but the remaining crowd's murmur is building to a loud buzz punctuated by yelling. Briony's voice comes back on: Mermaids? What? WHAT? Oh, he says, it's just mermaids! Everyone stay calm. Go home. Everyone--- she is talking but she is harder and harder to understand in the growing ambient noise that is filling the harbor.
[B]OOC: here is your map Let me know if you can't see it, I will screen shot or repost.
name
health
ac
damage
conditions
concentrating
falco
27/38
12
-5 -6
DC9 ath or acro or grappled
fela
8/44
16
-6 -10 -20
felice
24/24
15
skerrin
spurting arterial blood
15
-8 -7 -7 -7 -3 -8 -5 -3 -10 -17
Zombie Mermaid
HEALTHY
8
Skerrin is aboard The Wailing Maiden. It is a DC 12 athletics or acrobatics to climb up that rope and get aboard. He passed on the first try. If you pass, you can get to the deck in one turn's movement. If you fail, you can use your action to Sprint to try again, if you like. Falling has no damage effect as you land in the water.
Bingle, Banx is actively working to not do finger guns. He fails and blows pretend smoke away from his index finger. You send a forceful ball of hell sludge into the one harrying the talled memraid, and see it rocked and rolled, really super hurt.
The talled memraid has pants, and her boosb are not out either which experience is teaching you might mean: Not evil. Oceane doesn't seem evil at all, though, even though her clothing items are mostly ropes of pearl and water-rotted silk scarves. She sure needs a sweater. But she is grateful and not attacking and helping her friend. She and Cascade squirm past Banx and she says in pretty good common: What is safe? Stay in mud here? Go up the little ---this ---? she asks, pointing up the canal.
Halran zooms off into the black, barve, barve! On the island he can see a lights a ways off, near where Gand's map showed the Standing Stones where a thousand years ago bad dwarves did bad things to a Siren. He can't get all the way there, but he can see still forms and broken crates, the stones fresh-splashed with red. He sees no movement in the lit part of the island. Bingle, that is a small part, though!
Tempest, Gnomes wear boots. No toes peeping from under their long dark robes and cloaks. You toll your bell and bring the trident of your god down on Arella and have the satisfaction of seeing her slow blood bloom in black clouds in the gray scale water. The animation fades from her limbs and she sinks. The tide grabs her body and begins rolling it in with the others.
The loud gnome wants to head up the river. You want to see the King and secure rights for these things you have protected and brought here. But perhaps this cannot happen now because, now that you are no longer actively fighting, you can hear the sounds of wailing and cries and maybe combat west of you. Looking up this little channel that way, you can see some lights. That will be the town. You knew it was here, but you have never been. You are not in your mother's territory. This is rare. Less comfortable. The mermaids, who have dragged their dead along with them as they fled, are not safe yet.
You are out fo combat. We are going to mash time a little---you can go out of action economy, but you need to limit yourself to what your character could do in a couple of minutes. You cannot, for example, get all the way back to town and join the combat happening at the Wailing Maiden, but you could get as far as Ten Fang Fury or an equal distance on the map.
__________________ New here? Come play a NEW PLAYER SOLO GAME
There was a hint of satisfaction at the killing of Arella-not-really-because-undead expressed with a twitch of a grin on Tempest's face. Planting the end of the trident into the sandy ground, the Siren turned her arm to examine the Sahuagin's bite that still weeped blood. She straightened out her dark pearlescent cuirass and pulled down the deep green panels and tails of a silky tunic. As Tempest primped as to appear 'proper' though soggy on land, she walked up to Bingle and gave her, then Banx a firm nod of approval.
"The sea has blessed you with seaweed hair and the sturdiness of a lobster." The Siren's golden-green eyes focus on the female Hin with great interest after she glances at the safe-for-now Mermaids. She tried to lean forward, bowing with her blue cleavage firmly armored in front of Bingle as she plunged her trident into the sand once again and slowly, carefully, curiously, spider-like creeped her fingers at the long green seaweed hair, threatening to touch the top of her head if allowed to do so, as one would tentatively, delicately dare to touch hot coals, ready to pull away. "I have seen Sea Elves with such hair but you do not smell like one." The Siren huffed out a breath from her nose before she animalistically drew in the scent of one Bingle, then Banx as her chin rose to catch the humid breeze. "What do you call this male? He wields a magic I have never seen."
After a few moments of staring at Binx for a moment too long, Tempest looked at the Mermaids, before turning to Bingle again. "The cries of the Mermaids are worsening…I will give myself to your lead, Bingle Curiosa. Will you command your people to help and not hurt or hinder the Mermaids? In turn, I will help you against the sharkteeth."
As the Siren stood there, the storm that had gathered with veins of lightning that lit up the clouds, slowly dissipated until the moonlit sky was clear once again.
Tempest
Chaotic Good | Siren | Tempest Cleric of Aerdrie Faenya | Level 5
HP: 26/38 | AC (15) with Shield (17) | Initiative: +1 | Darkvision | Acid Resistance
Weapons: +5 to Hit / Damage: 1d6+2 (1 handed or thrown) or 1d8+2 (2 handed)Trident +1 | +4 Attack / 1d4+1 DamageDagger | (3/3)+4 Attack / Damage: 1d6+1 Damage)Javelins
Spells: +3 Modifier | Spell Attack +6 | Save DC 14
Level 1 Left: 4/4 | Level 2 Left: 2/3 | Level 3 Left: 1/2 Cleric Spells Cast: Call Lightning, Spiritual Weapon Cantrips: Acid Splash, Mending, Spare the Dying, Toll the Dead, Word of Radiance[/color]
Divine Tempest Magic: When a creature within 5 ft. that you can see hits you with an attack, you can use your reaction to cause the creature to make a DEX saving throw (DC 14 or it takes 2d8 lightning or thunder damage (your choice), half damage on success).Wrath of the Storm: Remaining: 2/3 (per Long Rest) | Channel Divinity, once per short rest, 0/1] Destroy Undead or Destructive Wrath
Siren Spells Once Per Long Rest: Create or Destroy Water, Water Walk |