Sera the Red |
Sera does not acknowledge Ruke’s comment, but the sound of teeth grinding can be heard from her direction as she scans the area.
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Sera the Red |
Sera's arm shoots out, pointing at the window to the east. "The bastid is trying to escape by boat!" she yells, dashing off after the man.
Not sure on the map what is the best way to pursue him, but she's definitely of and running.
GM Rusty Rooster |
You clearly saw on your way to the fishery that said boat is a big wreck covered in moss and barnacles. Were it not anchored as a makeshift addition to the fishery, it would most likely collapse on its own.
[ooc]The best way would be finding what leads to that side door on the right side of the fishery and going down the walkway from there.
GM Rusty Rooster |
Giving chase, Sera throws the southeastern door to the room open, leading into a small office, where a wooden desk is propped against the southwestern door as a makeshift barricade. A second door leads the the walkway on the eastern side of the building, leading to the outside catwalk.
When the party reaches the walkway, Yargin is nowhere in sight, but the sound of a splash, then footsteps, and finally, a door, can be heard coming from the space between the fishery and the water.
The boardwalk, winding around the building, is about ten feet above the water's surface, and appears rather worn out.
Sera steps out onto the walkway without a problem, but when Silvio steps onto it, right on her heels, the old wood gives a loud and rather unsettling creak.
When I get home, I will update the map with new information
Sera the Red |
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Spotting what she hopes will be a shortcut, Sera slides through a narrow gap between the ship and the fishery. He must not escape me, Abadar please, let me catch him!
Silvio Errico |
Perception: 1d20 + 6 ⇒ (3) + 6 = 9. Silvio has no idea where Sera is going, but follows her anyway into the gap (without running into her, of course).
GM Rusty Rooster |
I'll try to make it clearer. Sorry, this bit of the campaign's a bit troublesome to DM.
Looking down the space, you see a second pier below the one you're on, just about at water height. It extends to the base of the old boat on one end and out of view into the few feet of space that separate the fishery's floor from the water's surface on the other. In the water, near one of the barnacle-covered pillars supporting the fishery, an old wooden ladder floats in the water, fresh ripples around it making it clear that it's been knocked down in the last few seconds.
Sera, with her great perception, easily notices some underwater movement: A shark, agitated by the sudden splashing near its water, has risen into activity in the water below...
Presently updating the map with this lower level.
Ruke Brightonspinner |
Following Sera and waiting for clarification on the situation. It sounds a bit abstract. If there was a ladder there it should have led to a lower platform, which should be easy enough to reach if there is actual space for a person. A rope attached to one of the hooks would be more than sufficient.
GM Rusty Rooster |
Sorry for the awkwardness of this bit, I'm kind of stuck with a contradiction in the campaign, so I had to try and make something up. Going by the AP's direct writing, Gaedrenn himself wouldn't know how to reach his own den, which makes no sense.
The lower walkway is ten feet west of the higher one. After climbing down and hopping off the ladder to land onto the other walkway, Yargin knocked the ladder off so it would be harder to follow him. Jumping down wouldn't damage you, but you would land in somewhat deep water next to the walkway, and there is a shark up and about.
Rope is definitely an option here, though it might give Yargin and Gaedrenn ample time to prepare. The boat itself is high enough that it is side to side with both walkways.
As the party all walk onto the walkway, it gives louder and louder creaks and begins to buckle ever slightly...
Silvio Errico |
Silvio takes a look at the boat to see if it might offer an alternative path of entry. Does it have a gangplank to get to the lower level?
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Ruke Brightonspinner |
Ruke speaks up as he notices the walkway protesting to the combined weight of the group, "Mayhap we should take this path one by one till we reach the boat over there, I'm thinking this baby is none too stable." As he says this he moves back slowly to the door and removes his almost insubstantial weight from the wooden walkway.
GM Rusty Rooster |
The boat has no gangplank. However, you notice a very faint outline of a door built into the hull of the ship, mostly hidden by moss and the occasional barnacle. Its state makes it clear that the door hasn't been opened in quite a while.
Going in through the deck and out that door would bring you to the lower pier without having to take a swim. On the other hand, who knows what lurks inside that ship.
When Ruke steps back into the fishery, the groaning and creaking becomes just a little less intense, but still alarmingly present...
Sera the Red |
Can we not just hold onto the side of the walkway where the ladder used to be, and just lower ourselves down, hanging there for a sec before letting go? Similar to the way kids climb over tall fences? Sera has some rope if it’s needed. I’m just so confused I’m thinking it might be best for Rusty to just pilot Sera during this chase, since it’s clear she’ll do anything required to get to the enemy. Be it rope work, acro checks, or whatnot.
GM Rusty Rooster |
I could do it if you want, but I don't really know what kind of risks she's willing to take or not. Also yes, you could do that, but that does imply having to swim 5-10 feet to the underpier with a shark up and about. The pier on the lower level is under the fishery, so it's hard to reach.
Observing the lower level, you note the presence of a small rowboat, big enough for one or two people, tied to the underpier.
Sera the Red |
So the path Yargin took is 10 feet away from the walkway we are on? I was under the impression it was directly below us. Where does the walkway she’s on now go? It looks like it goes directly over to the ship. She wouldn’t want to get wet, swimming with sharks while in 30 lbs of armor is not something she’d fancy doing.
GM Rusty Rooster |
See the map for what I hope is a clearer version of how things are. I've added the upper piers and the fishery walls to the lower level map, for more clarity. Accursed 3d positioning. Sorry for the confusion with the ten foot thing, turns out I was mistaken as well.
Obvious means of going down:
1. Door in the hull of the ship, going through. The ship's name, though mostly faded, is still readable: "The Kraken's Folly"
2. If someone can go down to the lower level, using rope or perhaps risking an encounter with the shark, they could bring back the rowboat or prop the ladder back up, allowing the rest of the party passage.
Sera the Red |
No super rush on the map, I'm at work and won't be able to see it for another 5 hours. I'm basing my knowledge on the picture I took of the map with my phone so I had something to see at work. If you get it working and others want to move me, that's fine too :D
Sera the Red |
OK, why can she not just run along the walkway she's on and get onto the boat. Also, could we not just jump through one of those many windows directly next to the boat, all action movie style?
Sera the Red |
Sera's keen eyesight notices the door in the side of the boat, and trundles over there to give it a look see. Assuming she can try to get it open, she'll begrudgingly wait for some of the others to catch up before heading in.
GM Rusty Rooster |
Alright, going to move this on, because yeah, it is stalling.
With the risk of shark infested waters, going on the ship's deck, down into the hold, and out onto the lower pier through the hidden door on the hull. The party is now gathered on the walkway parallel to the boat, which appears to be sturdier and doesn't threaten to buckle.
The rotten deck of the this ancient barge seems to be barely intact, its hull worn and thick with seaweed and barnacles. The barge is held together primarily by the layers of old rope that lash it securely to the pilings that support the fishery and the nearby boardwalk. A single wooden door leading into the aft cabin bears a crude painting of a red fish on its surface.
Once more, my apologies for this tumble of plot and pace. Alright, time to move on. This is the path the campaign expects the party to take, for the record, so let's go with this, for the sake of progression.
Sera the Red |
So Yargin is somewhere on this boat from what we can tell?
Looking over the boat, Sera smiles as she fingers the ropes holding the barge together. "What say we sever these ropes and let the gods judge this man by sending his home to the depths? Anyone have a hand axe or similar slashing impliment?"
GM Rusty Rooster |
Nah, Yargin never went through the boat, he climbed down with the ladder to reach the underpier and entered the fishery's lower floor. The boat is merely a path for those who know the passage to move down to the lower level. Going by the state of the moss around the door and the general state of the ship, Gaedren and his goons probably don't even know it's possible to use the ship to move down.
Nicolai Fortescu |
No, Sera. Yargin disappeared into the area below the fishery. The boat is just a convenient cut through to the lower level..
Sera the Red |
There's a level underwater? Interesting.
EDIT: Yes, I know he went under the fishery, but I assumed incorrectly that it was just his way of getting to this boat to try and escape. I am very lost in the whole goings after Krojun disarmed the half-orc.
Nicolai Fortescu |
Again, no. The upper level of the fishery is on pylons jutting over the bay. The lower level is below that level, essentially at water level. Krojun dropped Giggles with one blow, Yargin saw this and panicked, running out the side door and along the outer walkway. He then used the ladder to get to the lower walkway, before taking the ladder off it's hooks and tossing it into the water. He then ran into the building using the lower walkway, apparently to warn Lamm. We exited the building too late to catch him. We then used the boat to cut through to the lower level walkway, where we are now.
GM Rusty Rooster |
The fishery is set on the coast, and most of it is on pillars, five feet above water level. There's a hidden floor under the fishery whose floor is at approximately water level. Yargin ran out the side door of the fishery floor, down the ladder from the top walkway, hopped off of it to the lower pier, knocked it off its hooks, and ran into the lower level. The party came out, found the ladder hooks, and wondered how to make it safely to the lower level without provoking the shark, and opted to move through the ship, which they are about to do now.
Sera the Red |
Ok, so looking at the map in light of these revelations, we are trying to get to the big black square on the south side of the lower map, yes? To do this, since we cannot use the ladder to go from the upper walkway to the lower walkway, we are going to go over/around/through the decrepit boat that also links the two separate walkways.
GM Rusty Rooster |
That's correct, Sera.
As Krojun steps onto the deck to reach the door, the old rotten wood immediately gives under his weight.
Krojun's Reflex Save: 1d20 ⇒ 7
Fall damage: 1d6 ⇒ 5
Off balance, he falls into the lower deck, landing flat on his back, the blow knocking the wind out of him. In the darkness, the hiss of several spiders can be heard.
Krojun: 1d20 ⇒ 12
Ruke: 1d20 + 3 ⇒ (11) + 3 = 14
Staryth: 1d20 + 0 ⇒ (11) + 0 = 11
Sera: 1d20 + 1 ⇒ (13) + 1 = 14
Nicolai: 1d20 + 3 ⇒ (9) + 3 = 12
Silvio: 1d20 + 5 ⇒ (3) + 5 = 8
Spiders: 1d20 + 5 ⇒ (17) + 5 = 22
From the darker corners of the hold, four brown spiders the size of housecats quickly crawl out of the darkness and pounce onto his form.
Bite: 1d20 + 7 ⇒ (17) + 7 = 24
Bite: 1d20 + 7 ⇒ (18) + 7 = 25
Bite: 1d20 + 7 ⇒ (1) + 7 = 8
Bite: 1d20 + 7 ⇒ (6) + 7 = 13
Two of them score hits on exposed skin, dealing one damage each.
Krojun's save vs. poison: 1d20 + 6 ⇒ (17) + 6 = 23
Krojun's save vs. poison: 1d20 + 6 ⇒ (19) + 6 = 25
However, their meager venom has no hope of affecting him a man of his size and toughness.
The entire party is up for a turn each. Krojun took a total of 7 damage from his misadventure.
Krojun-Speaks-With-Thunder |
Krojun grunts in surprise and then roars in pain as the spiders pounce on him.
Climbing to his feet, the big Shoanti swipes at one of the attacking vermin.
Axe: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
I'm assuming they're tiny and therefore don't threaten a square. If they're small and Krojun will be taking 5 AoOs I might change my action.
Sera the Red |
Reflex: 1d20 + 2 ⇒ (15) + 2 = 17
Seeing Krojun vanish into the bowels of the ship, Sera heads in to support the burly man. Dropping down to the lower level, she catches her balance on the creaky boards before striking at a nearby spider.
Splatting some bugs: 1d20 + 2 ⇒ (16) + 2 = 181d8 + 2 ⇒ (1) + 2 = 3
Silvio Errico |
Silvio dashes forward and drops into the lower deck.
In case this is useful for dropping down elegantly...
Acrobatics: 1d20 + 6 ⇒ (20) + 6 = 26
"Gross, spiders!" He slashes at one molesting Krojun. I have no idea if Silvio can be considered flanking the spider, but that's what I'll assume can happen.
Attack: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7. Doesn't matter anyway - swing and a miss!
Staryth |
If needed, Reflex save: 1d20 ⇒ 5
Staryth is less worried about elegance than his new allies getting hurt. He moves close enough to strike at a spider with his glaive and hopes for the best.
Hit: 1d20 + 5 ⇒ (1) + 5 = 6
dmg: 1d10 + 4 ⇒ (4) + 4 = 8