| Dungeon Master S |
The sahuagin spits, and in trying to gloat over their victory, accidentally gives important information, "Stupid pink skins! You're too late! The master will conquer this dry abomination of a city! We've placed the fire, and there's no way you'll stop it! you don't even know where they are! Before the next meal, you'll all drown!!!! HAHAHAHAHAHAHA"
A quick look at the map and a check of the time leads to a horrible conclusion. The prisoner is correct. Looking at the map you see 8 areas. You've got about 5 hours left and it looks like it'll take an hour to get to each. It appears the only hope is the one thing you're never supposed to do, split the party!
The good news is that it doesn't look like it's hard to fix, and you don't NEED any particular training. If you can see, or get to the charges, you can move them from the weak spots. you can make Knowledge (Engineering), Perception, or Swim checks to disable a charge.
The prisoner laughs maniacally as the horror settles in.
The clock is ticking.
What do you do Pathfinders?!
| Dungeon Master S |
[i]Tick tock, the clock winds down![/ooc]
Simon~
|
Well, Simon could call in a couple contacts for two of those checks to have +14 Knowledge (Engineering), although it looks some perception bonuses go higher than that in this party.
Zora Magda
|
No disable device option? No worries, my perception is almost as good.
"I am going to take a couple of these potions if you don't mind."
Will take 1 potion of cure moderate wounds, and the potion of air breathing if no one minds. Also, if a crossbow can be found to go with some of those bolts, she will pick that up as well, and take 2 of each bolt type.
"I will take 2 of the closer ones. Hopefully, I can sneak in, disable, and sneak out, in case of any guards."
Since we don't have a map, I will call mine 7 and 8.
Anwar Ibn Jad
|
Anwar and Mirage can move quickly through the city to recover a charge.
Anwar scans the map looking for a relatively near point, Mirage is pretty quick with longstrider active but not nearly as fast as a monk. He commits several locations to memory.
Mirage and I will take this one, he says, picking a location, we will continue on to these as best we can...
He looks around the group, we should meet back together after we have cleared as many of these spots as we can. I suggest we return here.
With that he heads off into the city at speed unless anyone has anything else to add.
| Dungeon Master S |
Oddly, Disable Device is NOT an option. You can use any of the checks on any of the sabotaged areas. Since success isn't a guarantee,
let's pick one at a time. If you're worried about an attack, or your ability, you can partner up too and aid another.
Charge 1: Active
Charge 2: Active
Charge 3: Active
Charge 4: Active
Charge 5: Active
Charge 6: Active
Charge 7: Active
Charge 8: Active
Anwar Ibn Jad
|
Reaching the first point Anwar scans the area, Mirage cannot really help but she can help get him into any difficult areas. Mirage has a swim speed.
Perception: 1d20 + 15 ⇒ (19) + 15 = 34
Mirage gets a 29 taking 10 on swim
| Dungeon Master S |
I'll rule that Mirage can't go off on her own.
Hours Remaining: 5
Still to try: Rogar, Zora, Rogar, Varian, Oggil
Charge 1: Deactivated (Anwar/Mirage)
Charge 2: Active
Charge 3: Active
Charge 4: Active
Charge 5: Active
Charge 6: Active
Charge 7: Active
Charge 8: Active
Anwar Ibn Jad
|
Sure, if need be Anwar can wild shape into a form with a swim speed which will allow him to direct her appropriately. For now I will stick to perception until I see how the rest of the group does.
| Dungeon Master S |
Sadly no stone bonus.
Rogar and Anwar quickly head off on their own and manage to find and defuse two of the eight nodes.
Hours Remaining: 5
Still to try: Zora, Simon, Varian, Oggil
Charge 1: Deactivated (Anwar/Mirage)
Charge 2: Deactivated (Rogar)
Charge 3: Active
Charge 4: Active
Charge 5: Active
Charge 6: Active
Charge 7: Active
Charge 8: Active
Zora Magda
|
Zora creeps up on hers, and works to get it deactivated.
Perception: 1d20 + 13 ⇒ (11) + 13 = 24
Varian Jeggare
|
Varian winces, but swallowing his fear, goes off to try and deal with a charge.
I assume that we have arranged to meet at a central point at the end of each hour, to compare notes...?
Perception: 1d20 + 18 ⇒ (4) + 18 = 22.
Simon~
|
Simon calls upon a contact to help him out. "Hey, thanks for meeting me. Think you can help me with this?"
(Using the Sovereign Court first faction boon to call upon someone to count as having ranks equal to diplomacy (6 ranks) in knowledge (engineering))
Knowledge (Engineering): 1d20 + 14 ⇒ (17) + 14 = 31
.
Simon calls upon another contact in the city. He has two uses of the ability per scenario. "Thank you for meeting me! Let's do this!"
Knowledge (Engineering): 1d20 + 14 ⇒ (6) + 14 = 20
Rerolling that... can't get worse for me.
REROLL - Knowledge (Engineering) (@ +5): 1d20 + 14 + 5 ⇒ (14) + 14 + 5 = 33
Will let others tackle the rest. Just wanted to get use of that boon! Also, it's funny to poll local people with affiliation to the Sovereign Court for engineering advice on how to diffuse explosives on the Plane of Water. XD
Oggil Redhand
|
Oggil will head out to one of the distant charges... Desperately he looks around for it...
perception: 1d20 + 13 ⇒ (7) + 13 = 20 <- Are we allowed to take ten?
Quickly relocating the package to a secure area he warns everyone to avoid it, before heading onto his backup location.
Will start at 8 and then work backwards towards 7
| Dungeon Master S |
The image of Simon calling in favors is pretty awesome actually.
No taking 10 due to the consequences of failure. Still, considering how handedly you guys broke down the first few, you'll be good to go.
The party calls in favors and sets to work, with a plan to meet up by the Glass Pit once done. They work with skill and aplomb, calling in favors and using their years of experience. The citizens and visitors to Vialesk will never know the crisis they narrowly avoided.
Lileone will know at least. She meets you all and requests a report. Her eyes go wide at all you tell her. She thinks before responding, "I wouldn't have believed it, but you make a compelling case. The only problem is, we still don't know who-"
THUNK An arrow head bursts from her chest.
She looks down.
Blood begins to trickle down her chin.
She drops...
Varian Jeggare
|
"Medic!"
Varian hustles to Lileone's side, and frantically tries to stop the bleeding...
Heal: 1d20 + 0 ⇒ (12) + 0 = 12.
"Someone else a bit more skilled might want to do something!"
| Dungeon Master S |
Simon~: 1d20 + 1 ⇒ (16) + 1 = 17
Rogar: 1d20 + 17 ⇒ (10) + 17 = 27
Zora: 1d20 + 12 ⇒ (8) + 12 = 20
Varian: 1d20 + 18 ⇒ (2) + 18 = 20
Anwar: 1d20 + 15 ⇒ (13) + 15 = 28
Oggil: 1d20 + 13 ⇒ (5) + 13 = 18
The party looks up. Everyone but Oggil and Simon spy the assassin. The shock gives way to understanding.
The culprit is the one member of the expedition that has been missing the whole time.
Lileone spits out a single sentence before slipping into darkness, "Do... not... let... him.... esca..."
Will set up the next scene later today.
Anwar Ibn Jad
|
If there is time Anwar will cast stabilise on Lileone.
There he is!, he shouts, pointing out the assassin.
| Dungeon Master S |
[ooc]We're headed into a modified chase scene. Tsomo bolts right as Anwar stabilizes Lileone. He's got a significant head start, and headed towards the bazaar. Instead of overcoming obstacles and giving choices about overcoming your own, this one is about slowing him down. Each section sets up some options. Chases, done right, in real life can be fun, but often have the opposite in PbP. It risks leaving some slower posters behind, but as soon as someone posts a success, I'll move. This way we can keep the action "brisk" by PbP standards. If you DO NOT breath water, you take a -2 to your d20 roles.
Tsomo turns and runs! He heads straight into a crowded area. A motley crew of animals fills this marketplace, from an ill-tempered leopard seal to tanks filled with jellyfish and piranhas. Tsomo has provoked sharks to snap at bystanders to cover his escape.
Options:
Anwar Ibn Jad
|
Anwar took one of the water breathing potions we were given at the start to talk to Honoke so it should still be in effect (they last 10 hours).
Anwar heads into the crowd, Mirage close on his heels. Seeing the leopard seal he gives a long, low whistle to attract the creatures attention and provoke the creature to lash out at Tsomo.
Handle Animal: 1d20 + 8 ⇒ (5) + 8 = 13
Do higher movement rates give modifiers as in the normal chase rules or not?
| Dungeon Master S |
In this case no, the party moves as a single unit.
Anwar, normally skilled with fauna, rushes it, and can't direct the seal!
Simon~
|
Drat! Already used my Speak with Animals. ;)
How about a Haste? Would that affect anything? Simon moves at 20 ft. but it would bring everyone up to at least 40 ft. I think. Won't be able to hit the camel but he's already at 50 ft. anyway. If it'll help, that will be Simon's action.
If not, then he's gonna try to break the class.
Ranged Attack (Don't breathe water): 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
Rogar Cordan
|
Rogar uses his superior grabbing skills to grab a jellyfish then tosses it at the fleeing assassin. Grab without water breathing: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19
| Dungeon Master S |
The abstract distances in this chase mean that boosting your speed doesn't help. It's all about slowing him down.
Unfortunately both Rogar and Simon fail to slow Tsomo down!
Left to try this "round": Varian, Zora, Oggil
Oggil Redhand
|
Oggil looks on in astonishment as the chaos erupts.
Quickly joining his brother dwarf he grabs a jellyfish and heaves.
CMB: 1d20 + 9 ⇒ (1) + 9 = 10
But the slippery creature slips through his fingers.
Zora Magda
|
Zora uses the crossbow she grabbed earlier to aim for a jar of pirahha.
Ranged Attack vs object: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15
Damage: 1d8 ⇒ 1
Sneak Damage?: 2d6 ⇒ (1, 5) = 6
| Dungeon Master S |
The party continues to try, but it's Varian's missiles that destroy the glass! The fish bit and thrash,slowing him down and letting the party get closer!
Tsomo isn't stopped by it though. He tosses a grenade back and it explodes in the face of guardsmen trying to help! Tsomo is trying to dart between two halves of a raised bridge. The bridges’ operating mechanism is visible, and a group of sizable turtlecrabs is swimming on the water’s surface.
Options:
Left to try: Varian, Oggil, Zora, Anwar, Rogar, Simon
PC: 2
Tsomo: 5
Rogar Cordan
|
Rogar uses his natural jumping talent to cut off the assassin.
Acrobatics, no swim, bonus to jump.: 1d20 + 11 - 2 + 10 ⇒ (14) + 11 - 2 + 10 = 33
If I can use my 1 ki for +20 to Jump I will.
Oggil Redhand
|
Seeing the others take the jump he was considering, Oggil ops for trying to block the exit he was heading toward.
swim: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Simon~
|
Will roll but sounds like multiple people have this one. ;)
Simon helps seal off the escape route.
Knowledge (Engineering): 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
| Dungeon Master S |
This time the party nearly pins Tsomo down! He has to take a totally unexpected route, and makes no progress in getting away. Just tighten the noose a little more and you've got him!
His new route, really his only route, is very crowded. He dives into a bay to escape. Dozens of rental submarines fill this bay, which also features a massive mechanical crab.
Options:
PC: 3
Tsomo: 5
Simon~
|
Knowledge (Engineering): 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
"Woohoo! Crab time!"
| Dungeon Master S |
Simone and Anwar/Mirage further impede the culprit! (Others can still slow him even further!)
Zora Magda
|
Zora quickly works to send submersibles into his path.
Disable Device: 1d20 + 15 ⇒ (9) + 15 = 24
| Dungeon Master S |
With a satisfying splash, Zora knocks another submersible into his way. Tsomo, nearly out of options, takes one last ditch attempt at getting away. A group of performers is putting on a show with trained dolphins and penguins. The performers throw massive hoops through the air, which the dolphins leap through in mid-flight.
Options:
PC: 4
Tsomo: 5
Simon~
|
Simon tries to hop on a dolphin, unsuccessfully.
Ride: 1d20 + 1 - 2 ⇒ (4) + 1 - 2 = 3
Zora Magda
|
Zora quickly assesses her options, and tries to grab one of the dolphins in an attempt to ride it. With the extra speed, she might just get ahead of her quarry.
Ride: 1d20 + 8 ⇒ (3) + 8 = 11 Ugh!
Rogar Cordan
|
"Gonna borrow this a moment."
grabbing a ring but no water breathing: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
I figure improved grapple might help with a jellyfish but not a ring so I didn't add it.
| Dungeon Master S |
Rogar starts to trip him up, though Zora and Simon fumble with helping.
Anwar Ibn Jad
|
Anwat tries to get the dolphins to help out with a few strange clicks and whistles.
Handle Animal: 1d20 + 8 ⇒ (5) + 8 = 13
Oggil Redhand
|
Oggil also grabs one of the rings. He looks on enviously at the dophins, but Dwarves Don't Ride Dolphins. No matter HOW COOL that might look.
He tosses the hoop trying to trip the fleeing assassin.
check: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23