GMP-Sasha Nevah |
Sasha went back into the hallway of the ship to start searching the other room.
GM_Pace |
Adriano opens the crew quarters room, stepping inside, and sees several strands of rope criss-crossing everywhere.
(Adriano, give me a Reflex save.)
(Is everybody where they want to be in the ship?)
GM_Pace |
Adriano fails to feel the rope tied to the crew members room's door, and the released tension vibrates the entire rope strung like a cat's cradle across the room. The cleric sees three vials tied to the ceiling fall to the floor, shattering on a pile of metal short swords underneath.
Fire flames out from the shattered vials, causing (3d6 ⇒ (3, 3, 2) = 8 points) the dry wood to ignite. The wide hole in the room where the sea breezes come through fans the flames, and the fire began to quickly cover the entire wall.
Adriano, your Perception check (20) is good enough to recognize Alchemist's Fire when you see it. According to those rules, you can try to A.) stop the fire, B.) grab the stuff in the room, C.) close the door and leave the ship, or D.) run through that hole in the wall to the outside. Or anything else on your turn. Like shouting "Fire!" to the others.
Adriano 1d20 + 1 ⇒ (3) + 1 = 4
Phillip 1d20 + 4 ⇒ (11) + 4 = 15
Ashana 1d20 + 4 ⇒ (15) + 4 = 19
Sasha 1d20 + 3 ⇒ (1) + 3 = 4 (has better initiative, goes before Adriano)
(Everyone else can make a DC15 Perception check to hear what just happened to Adriano. Here's the map of the deck.)
Edit: oops, forgot to mention - Ashana, you're first in initiative. What are you doing?
GM_Pace |
Move on your turn. Thirty-foot move, move-equivalent action to pick up whatever you can, then move on the next turn hoping you don't catch on fire. I'll be following the rules for splash with Alchemist's Fire and stuff on fire. Since the vials shattered on the pile of equipment, they are within the flames now. That would be 1d4 fire damage to pick everything up.
GM_Pace |
The crew's room mostly had the large hole in the wall that extended down as the same hole you entered the ship from. Hemp rope made the trap you saw, with a small pile of metal swords on the far side of the room. The wood is the same worm-eaten, well-weathered wood the Tattooed Lady has all over, with some additional trash that may have once been beds, tables, or chests. You don't see any buckets or containers of sand that would help put out a fire.
GM_Pace |
Round 02
Ashana 1d20 + 4 ⇒ (15) + 4 = 19
Phillip 1d20 + 4 ⇒ (11) + 4 = 15
Sasha 1d20 + 3 ⇒ (1) + 3 = 4 (has better initiative, goes before Adriano)
Adriano 1d20 + 1 ⇒ (3) + 1 = 4
B11 1d6 ⇒ 1 splash damage to the wood, 3 points already, 1d4 ⇒ 2
C11 1d6 ⇒ 5 splash damage to the wood, the one Adriano is on trying to retrieve the weapons, 3 points already, 1d4 ⇒ 3
D11 1d6 ⇒ 6 splash damage to the wood, 2 points already, 1d4 ⇒ 3
Adriano, your dash for the perceived pile of valuable equipment in the fire is successful, making it (to C11 on the map). The brine-weathered wood groans under your feet, and the wind from the hole in the wall fans the flames, spreading the fire. You take (3 points of fire damage) burns on your hands as you grab the loose weapons.
(Phillip, you don't see the fire from that angle in the hallway. Sasha didn't talk until after your turn was over.)
(Ashana, you're up.)
GMP-Sasha Nevah |
Sasha gave a disgusted sound and dove forward to help Adriano out of the growing fire. (to E10 on the map, I took the liberty of moving Adriano to D11 on the map) "Some statement - going into a fire trap!" she told him. As the flames licked up the wooden walls, she said "Let's just get out of here. Hey pretty boy! Abandon ship!" Sasha yelled over her shoulder.
(Yes, it was Phillip's turn, even though Adriano and Sasha went first. Sorry about that, Phillip. You're up.)
GM_Pace |
Phillip ran past Adriano and made the leap through the hole in the wall as well. Adriano struggled with the metal weapons in his hands, Sasha ready to push him through the open space if she had to.
Round 03
Ashana 1d20 + 4 ⇒ (15) + 4 = 19
Phillip 1d20 + 4 ⇒ (11) + 4 = 15
Sasha 1d20 + 3 ⇒ (1) + 3 = 4 (has better initiative, goes before Adriano)
Adriano 1d20 + 1 ⇒ (3) + 1 = 4
B11, C11, D11 1d6 ⇒ 2
B10, C10, D10 1d6 ⇒ 5
B09, C09, D09 1d6 ⇒ 2
The fire continues to spread rapidly in the hold. The floor where Adriano is standing creaks ominously as the flames eat their way through the wood.
You take 1d4 ⇒ 4 fire damage. When your turn comes, Adriano, give me a Reflex save. If nobody else has pulled you away from the fire by then.
(Ashana's back and she's up! Two people outside, two people inside!)
GMP-Sasha Nevah |
Sasha didn't wait but backed up and grabbed Adriano, launching them out of the ship's hull. (CMB vs Adriano's DC 11: 1d20 + 3 ⇒ (18) + 3 = 21, Acrobatics check: 1d20 + 3 ⇒ (10) + 3 = 13) The two landed roughly on the soft sand. (1d2 ⇒ 2 subdual damage)
Sasha sputtered, then rolled away and got up, shaking the sand off of her clothes. "How'd that fire start, Adriano?" she asked.
Adriano Fierro |
"Alchemist Fire, connected to a web of rope, I didn't see until it was to late." Adriano puts the weapons down, then looks at his companions "I seem to be more trouble then I am worth when it comes to this type of thing." he gestures back to the burning ship.
GM_Pace |
The Tattooed Lady begins to catch on fire properly now, with black smoke billowing out of the hole in the side all of you just jumped out of, as well as the door and other openings. The once-proud fishing vessel takes many mysteries with it as the flames lift higher.
A cacophony of clicking noises comes from the lower deck, and a steady stream of thousands of tiny crabs streams out of the ship, fleeing the heat of the fire. The wildlife makes for the nearby shoreline, and disappears in the surging waves. The smell of the crustaceans is fairly powerful, and was the stink you smelled in the hold of the Tattooed Lady.
The flames engulf the ship, and the heat adds to the noonday sun, with smoke pouring and whipping around in the winds.
(Ok, any actions within the ship are now moot, as it's going up like a matchbox. All of you successfully avoided the crab swarms inside, as well as the weak floorboards above, confound it. But the fire will destroy some of the loot you didn't grab from the ship, so it balances out.)
(Here's what Adriano managed to grab:)
- 5 rusty short swords (common) that are repairable with some whetstone work
(There's not much to do other than watch the fire burn its' way down to the sand. So? Are you still exploring, or going back? Oh, by the way, if I'm counting Adriano's hit points correctly, 3(fire) + 4(fire) + 2(subdual) should put him at unconscious -1 subdual. Is that right, Adriano? Everyone's out of melee now, too.)
Phillip Conti |
Well now, that's no good. Hmmm.... It's unlikely that we'll find anything in there after this is gone, let alone in usable order. And with him down, it'd be tough to go much further. The way I see it is that we can either stay around here for a while, see if he wakes up, or we could tow him back in some fashion. Either way, he got pretty burnt by the looks of him, and I doubt it'll be good for him to go much further. It's too bad, we didn't get very much.
GMP-Sasha Nevah |
"I thought the cleric here was the healer." Sasha drawled. "Oh, you mean the other one - Jask! The released prisoner." Sasha's hand went to her belt, and she pulled out a small glass vial. "Aha!" she exclaimed. "I knew I had one of these on me. I told you we should bring one for everyone." Popping the lid, she bent down and gave Adriano the contents to drink. (Potion of CLW 1d8 + 1 ⇒ (5) + 1 = 6)
Ashana Blacktail |
"Jask...that was it..." Ashana will exclame before remaining silent while Sasha gives Adriano the potion. Once she see's Adriano's eyes open she offers him a hand up.
"Okay so what did you learn about going into room?" she says mockingly as she extends her hand to him.