Yeah. But good call on wanting to use the Touch of Death on the Seawolf! One thing you'll notice I do as a DM is I avoid "nothing happens" as my answer to a PC's failed check or attack. I find that boring. Instead I like to present a twist that does one of these things:Oof. Some bad rolls, there.
Would identifying the bomb be some sort of check? What about just how long we've got before it goes off, and would that take an action? Going by D'avard and co, it's going to be some sort of smoke or stink or poison rather than fire and shrapnel, but regardless I want it out of the house or extinguished, but I'm not sure if we've got any chance to do either one before it goes off.
[MENTION=4936]Shayuri[/MENTION] Nia, any wind or water magic to put this thing out or usher it outside? [MENTION=20323]Quickleaf[/MENTION] Would chill touch be any use in snuffing that spark?
D'avard's only got one attack left, so one of us magic users had better try and take him out.
[MENTION=4936]Shayuri[/MENTION] Nia, any wind or water magic to put this thing out or usher it outside? [MENTION=20323]Quickleaf[/MENTION] Would chill touch be any use in snuffing that spark?
I would've included you [MENTION=2820]Fenris[/MENTION], as the spellcaster with the biggest bag of tricks to draw on, but I thought the bomb was already lit and Shayuri and I are on the initiative counts between D'avard and his pirates, so I'm still worried One-Eye will get to act before we can stop him. But I also wanted to finish off D'avard this round sure, and since that requires magical damage, that'll also have to be one of we three.
[MENTION=4936]Shayuri[/MENTION], in that case, think you can take out D'avard? Once he drops, I can transfer hex to anyone in range. If I can place it on One-Eye and then land a melee hit, I can stack 1d4 + 3 piercing (dagger) + 1d6 + 13 necrotic damage (Touch of Death) and possibly throw in an Intimidation check to break his nerve before he lights the bomb.