GM Deussu |
Nice! I wish everyone to post about what they are going to do, you can post many rounds in advance. Thing is the "FUN TIMER" marks the evident destruction of the vessel unless you stop it. Since you are pretty down on manpower, I suggest you do whatever you do quickly.
Round 3: draw wand while moving to <character>, use wand (heal 1d8+1)
Round 4-6: Continue said activity until character is revived
Round 7: Move over to chest, pick up.
OR
Round 3: Murderize Darsielle Du Moire
Round 4: Grab the chest, ignore allies
Round 5: Escape the ship. Mission first!
OR
Round 3 to infinity: start pulling every unconscious ally out of the hold
Lantorth the Sly |
[round 3]
Using the powers of his rapier Lantorth casts Expeditious retreat, using the extra speed to grab Pau and drag him above deck. "Get Jarlaxle out of there" He shouts to Evindal.
[Round 4]
If Tog can move he will leave him to get out and retrieve the chest.
[round 5]
Get everyone and the chest on the rowboats, if possible hit the fleeing pirate with magic missle.
Tog Snaglakrugdumpgh |
Round 3
Tog drool.
Once un-Paralyzed
Assuming Evindal grabs Jarlaxle...
Tog will head into the flooded room, take a moment to check for any hidden stuffs
Perception: 1d20 - 1 ⇒ (5) - 1 = 4
before grabbing the chest and heading out.
GM Deussu |
The time it takes to drag your comrades out depends on how strong you are and how heavy your friends are. It's safe to assume that unless you particularly strong and the one you're dragging is not clad in sealed in a stone tomb, you are over your heavy load and can move only 5ft per move action. Judging from the map I'd say it takes around 4 rounds to pull just one character off the ship to the boat.
So Evindal would have Jarlaxle at the boat by the end of round 7.
Pau |
Pau despises his ilk, but he won't leave him to die, if he can manage to rescue him. But, if there's no time, he won't exactly weep about it, either.
GM Deussu |
Took me longer than expected. Another PbP—which had been running for three months (ugh)—ended at the same time.
As Pau grabs the sorry example of a man, captain Darsielle Du Moire, he is still begging for forgiveness. "Oh thank you kind sirs, you are truly the good-hearted folk the world needs!" he praises, his words being so sugar-coated it makes anyone sick, "I see my bad ways now! I've done so much wrong, oh yes, I've been bad! I'll correct my ways immediately and head to the nearest shrine once we get ashore!... wh-why are you looking me like that?"
His act doesn't fool anyone. Once the pathfinders get to port there's already a contingent of watchmen receiving them. They are suspicious at first, the pathfinders did arrive from a ship that just went down in flames after all, but after presenting the infamous Darsielle Du Moire, the watchmen gasp and give their thanks as they proceed to drag the whiny brat away. No one seems to pay any attention to the small pad-locked chest Tog is lugging around. And not surprisingly, it does contain the the tablets the group had been tasked to retrieve.
Inside, wrapped in moldering velvet, rest four tablets each crafted from a different material—copper, gold, lead, and black slate. The crudely fashioned tablets are incredibly ancient forgeries of the original tablets marking the royal seals of four of the Old Azlant’s noble houses. Regardless of their non-authenticity, their uncanny detail provides great insight into lost languages and historical data associated with the four houses.
Having some time to loiter around in Diobel, waiting for a reliable ship to get them back to Absalom, they celebrate their successful mission, each in their own way. Next morning, though, they hear of some gathering in Diobel's central square, a hanging. As expected, justice had been swift and Darsielle Du Moire hangs lifeless on a display, showing what happens to men of cruelty. A speech is given about his treacherous deeds, and how the world will be a better place now. Although the execution is morally ambiguous, the general population seems to side the hanging. The pathfinders return to a tavern to wait for a reliable ship to take them away from Diobel.
Before the pathfinders eventually leave, they all receive two letters—one from the Chelish Embassy of Absalom, and one from the Andoren Embassy of Absalom. The content is practically the same in both letters; they praise bravery and valor for taking out a known bandit and a scourge of the open seas, bringing peace to those deceased by this evil individual, and to the villages still untouched by Darsielle Du Moire.
After an uneventful trip back to Absalom, the pathfinders head to the Grand Lodge to present the prize. Receiving them is Eliza Petulengro, who shows keen interest in the ancient tablets. She suggests they write their reports of their endeavors, not paying attention now to their wishes as she wishes to start her studies immediately.
Safe and sound back in Absalom, the group's adventure turns into a close. For now. Until next time.
FIN