
GM Ladile |

Not inclined to give the remaining sahuagin any chance to do further damage, Imperia quickly scales the rest of the stairs two at a time and drives her longsword deep into his chest! With a *ggkk!* he collapses to the ground as well, very much dead.
Combat Over!
A quick perusal of the three dead sahuagin reveals:
+1 Elf Bane bolt x6
+1 Human Bane bolt x3
+1 Merfolk Bane bolt x6
Potion of Cure Light Wounds
Potion of Cure Moderate Wounds x2
Potion of Air Breathing x3
Masterwork Trident x2
Masterwork Underwater Heavy Crossbow x2
Bolt x40
Feather Token (Anchor) x2
Dagger x2
Thieves' Tools x2
Masterwork Harpoon
Cloak of Resistance +1
Rope (50 ft; silk)
333 gold pieces
You also find that they carry hollow bars, which make a clanging sound when struck, as well as maps of the nearby Glass Pit - with what look to be several spots marked at various points of the building, about eight in all.
From outside of the warehouse you hear Lileone's voice. "Do you all have it under control in there!? We've secured the outside perimeter; no one's getting in or out of this place now without our knowing about it!"

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Thanks Abadar for the collective victory, and this precious bounty.
Seeing that her partners are wounded, Baied unleashes a golden wave of energy, curing the bodies
Channeling: 2d6 ⇒ (2, 1) = 3
Not really satisfied, she sends another wave of curative energy
Channeling: 2d6 ⇒ (6, 2) = 8
+11 HP total, 3 Channels left
She tests the strange hollow bars
Do you think this could have been the source of the sound heard before the "accident"?

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"We are in control, enter if you wish," Imperia calls back to Lileone as she pulls her blade out of the sahuagin's chest and kicks him off the ledge. So satisfiying, as always.
"Those bars look like they just might be the source Baied," she responds as she peruses the other items. "They were well equipped too. These bolts are especially lethal to certain people too," she points out as she admires each of the bane bolts.
"Guadaloupe, that was an interesting trick you pulled. I bet they can't do much with you dancing on their feet!"
________
Those are some lethal bolts 0_o Great find for this character, level 7 she turns into a switch hitter!

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He grunts as he looks at the items, and grabs one of the stronger potions... If we know what these items are.... and pockets it before growling out, "Where off too now? Need to get to that horn thing don't we?" In his mind, he is thinking about how everyone will get through the water, and how useful some people will be.... Not a very intellectual mind while in Scary Shark form, but very combat trained.
Well, I might as well pick up an underwater light crossbow later... These seem niceeee

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Karabo suppresses the demon inside him--the ephemeral flames die down to tiny flickers and his eyes return to a human shape and shade. He picks up one of the sahuagin's well-crafted tridents. "Just in case."
Looking over the map, he frowns. "This is disturbing."
He goes to fetch Lileone to show her the maps.

GM Ladile |

With the perimeter secured outside and no further threats to be found inside the warehouse itself, you all reconvene and show Lileone the maps you've discovered.
"That's...that's not good, they've got all these locations marked at the Glass Pit - but for what purpose? Whatever they've been up to, it bears investigating and quickly!"
Luckily for everyone, the Glass Pit is almost literally next door to the warehouse that Tsomo had been using and it's little trouble for the guards that Lileone brought with her to get you inside the place to have a look around. Corresponding to the locations marked on the maps you begin to discover evidence of sabotage - air pumps rendered inoperable, cracks in the structure that are allowing for water to seep inside, pressure vents sealed off...and bombs crafted of ironflame powder!
"Oh...no! Oh no! This is what they've been up to!?" Lileone gasps. "Sabotage! The whole structure will explode if the damage isn't repaired!"
______________
Another post to follow, please wait for further instructions~

GM Ladile |

Okay, so this next section plays out as follows:
You've discovered, corresponding to the maps you took from the sahuagin, 8 different locations around the Glass Pit that have been sabotaged. You must repair all 8 spots in order to prevent a massive pressure explosion that will destroy the Glass Pit and blanket several nearby blocks with boiling steam.
Courage Under Pressure
(1) Each hour, you may make a DC 18 Knowledge: Engineering, Perception, *or* Swim check to find and repair one of the eight flaws.
(2) You can attempt more than one check at a time if you divide in to groups, and you can use aid another to assist each other on checks.
(3) Since you've got Lileone and some of her guard friends with you and you've made them aware of what's going on, they will assist you - this reduces the time between repair attempts to 45 minutes instead of an hour.
(4) You may also attempt a DC 18 Diplomacy *or* Intimidate check to convince the residents of the Glass Pit to assist, which also reduces the time between rolls by 15 minutes.
______________
So as of right now, every 45 minutes checks can be made to repair one sabotaged location. If you can get the residents/workers of the Glass Pit to help you, that'll reduce the time to 30 minutes between checks. As you might've guessed, time is of the essence and I will be keeping track of how long it takes for you to attempt the repairs. Feel free to work out a plan in Discussion if you like as to how you want to attempt the checks and then put it into action!

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"I will return shortly," Karabo says. He concentrates and then, in a blink, he is wreathed in a haunting halo of green flame and his flesh appears scaled. (haunted fey aspect for effect)
He heads to the domiciles around the Glass Pit, banging on doors, to stir up assistance with the repairs. "Danger! The Glass Pit is imperiled! Wake up from your naps, stop filling your mouths, brush the cobwebs out of your minds, and come help to save your own homes! Help us, now, or risk your home being washed away in fire and steam."
Intimidate: 1d20 + 7 ⇒ (13) + 7 = 20

GM Ladile |

Thanks to Karabo the Harbinger of Fiery Doom knocking on doors within a few blocks of the Glass Pit, word quickly spreads through the area of what's happening and you find yourself with many, many volunteers willing to do what they can to help!
______________
And now the time between repair attempts is reduced to 30 minutes - good job!

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Aware of just how out of her depth she is, Imperia sticks to assisting other who are better skilled at handling such a situation. "Let's spread out and organize groups. Divide and conquer this problem!"
________
If anyone makes a perception or swim check, I will attempt to aid them!

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We should do two groups, and proceed logically, one going clockwise, the other counter clockwise. Leave a D where the work is done, and leave a F if you failed.Who knows something about machines? Lileone, could you spare a guard and ask Master Yuka for urgent help? His skill will be greatly appreciated!
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Baied seems at a loss, but nevertheless, she tries to do her bit by organizing the team.
Don't know if Yuka lives far away but it's worth a try!

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He snorts as he sheaths his rapier and grunts out, "I don't talk, but I will swim and fix as many as possible. Make it easier on me will you all?"
How does having a swim speed work for this? And I can take off my armor as a move action if needed. And the Rat wasn't feeling well last night and will post tonight.
Swim: 1d20 + 12 ⇒ (15) + 12 = 27

GM Ladile |

The description doesn't really go into depth (hah!) but I'm assuming that parts of the Glass Pit are underwater and some of said parts have been sabotaged to create leaks.
First Checks - Time Elapsed 00:00
With a sizable crew now assembled Baied attempts to take the reigns and organize everyone into groups to make tackling the repairs go more quickly as well as see what other help they can summon. Lileone looks thoughtful for a moment and then nods resolutely.
"Done. It'll take some time to get him here but we can send a couple of runners to fetch him!"
Meanwhile, Frank decides to get right to work, making use of his shark-like abilities to dive into the water and set about repairing one of the cracks in the nearby glass! Going in the opposite direction, Baied gives another spot a valiant attempt but isn't quite able to manage to unseal the blocked pressure vent.
______________
'Round' 1 Actions
Frank - Swim Success
Baied - Perception Failure
Imperia
Guadaloupe
Karabo
Imperia, Guadaloupe and Karabo to act!
Repairs Made - 1/8
Given that your target DC is 18 and Baied only managed a 10, it would be a more efficient use of the remaining actions this 'round' to attempt your own check, if you believe you have a reasonable chance of success on your own, or let someone with the highest modifier in one of the relevant skills roll and the rest Aid Another.

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Imperia does her best to point locate structural damage to the building and assigning guards to the task. "We'll get this done quickly at this rate!"
________
Perception, DC 18: 1d20 + 9 ⇒ (16) + 9 = 25
It seems I actually have one of the highest perception modifiers, so I will actually be rolling for successes instead of aids. Before, I assumed I was one of the lowest!

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Karabo tries to memorize the map and goes in search of one of the marked areas.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Frank: Having a swim speed grants +8 to the skill, so don't forget that.

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Guadaloupe checks one of the sabotaged areas in the Glass Pits...
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
He gets distracted by thoughts of Imperia. Maybe I should go with the Pretty Lady.. It's hard to think not being with her..
bahahahaha. I'm pretty sure the rest of the time I play this character he will have a crush on her. FOREVER. Poor Lady Ladile. :P

GM Ladile |

Second Round - Time Elapsed 00:30
After realizing that several of you are sharp-eyed enough to stand a good chance of managing repairs on your own, everyone splits into smaller groups of Vialesk guards, local residents, and of course yourselves. Though Guadaloupe continually finds himself distracted by Imperia, everyone else manages to make headway in making repairs!
______________
'Round' 2 Actions
Frank
Baied
Imperia
Guadaloupe
Karabo
Everyone to act!
Repairs Made - 3/8

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He grunts as he continues to swim around, working with the other swimmers on getting things fixed, his upper body bare of his armored cloak, the many wounds of his childhood now exposed as he said, "MOVE FASTER YA LOUTS!"
Swim: 1d20 + 12 ⇒ (8) + 12 = 20
I am now lol. I should put a rank in swim to be honest...

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Just as Baied catches sight of a crack in the floor that leads to a cunningly concealed, over-tightened release valve, Imperia catches sight of Guadaloupe wandering through an area already searched for sabotage. "Guadaloupe! There isn't time for redundancy yet! Get over here and help us out!" How can he have his head in the clouds at a time like this? What could he possibly be thinking about?
"You there," she says, pointing to a civilian with a set of tools. "Time to shine, get that piece of machinery working again before this crack gets even bigger."
________
Perception (Aided), DC 18: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20

GM Ladile |

Second Round - Time Elapsed 00:30
Baied and Imperia team up, proving quite the effective team as Baied's keen eyes pick out a crack in the floor that the warrior would've otherwise missed. Between the pair of them and a Boy Scout of a civilian, they manage to unscrew the jammed release valve - reversing another act of sabotage.
While all of this is going on, Frank is busy helping a team of more...aquatic...civilians scour the bottom of a tank for trouble. Thanks to his urging and his rather intimidating demeanor they're able to quickly locate and repair another sabotaged water pump, this one set to pump water in instead of out.
"Good work everyone, keep it up! According to the maps there's only three more areas to repair!" Lileone calls out, the words filling everyone with hope and spurring them on to work harder and faster.
______________
'Round' 2 Actions
Frank - Swim Success
Baied - Imperia Perception Aid
Imperia - Perception Success
Guadaloupe
Karabo
Guadaloupe and Karabo to act!
Repairs Made - 5/8

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Karabon continues deeper into the Glass Pit, searching for the indicated areas of sabotage.
Perception: 1d20 + 8 ⇒ (14) + 8 = 22

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Guadaloupe happily runs to Imperia to aid her in looking!
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Sorry, worked a 13 hour day and trying to get a massive project done! I'll try to pay more attention!

GM Ladile |

Second Round - Time Elapsed 00:30
Karabo ventures further into the Glass Pit, following the maps until he manages to locate another piece of sabotage - a water pipe with a long, thin crack! It's no trouble at all to slap some sovereign glue into the crack and seal it up.
And Guadaloupe, as he runs to catch up with Imperia, stumbles over some debris on the floor...that turns out to be the wheel for a nearby pressure valve! Once it's returned to its proper place, the valve is able to be opened once more.
Third Round - Time Elapsed 01:00
In just an hour you've managed to find and repair 7 of the 8 acts of sabotage within the Glass Pit, thanks to the power of teamwork, friendship, and dumb luck! Just one more to go and everyone can breathe a sigh of relief...
______________
'Round' 3 Actions
Frank
Baied
Imperia
Guadaloupe
Karabo
Everyone to act!
Repairs Made - 7/8

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Karabo heads to the last indicated area and searches for what might have been sabotaged.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13

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Perception: 1d20 + 6 ⇒ (15) + 6 = 21
This time, Baied finds herself the last treacherous mechanism.
Here it is! Thanks Abadar, the city is safer now! But it won't be totally safe until we find the culprits.

GM Ladile |

Baied spots the last piece of sabotage, an section of pipe subtly altered to redirect water to the wrong vat, and brings it to the attention of some of the Glass Pit's workers who quickly set about repairing it.
"You've done it indeed," Lileone beams, hurrying over to you. "Thanks to you, the Glass Pit is safe and you've averted what would've been a terrible catastrophe! The entire city is in your debt, friends."
She pauses, frowning. "Of course I do have to wonder how some of these acts of sabotage went unnoticed by the staff here, considering how obvious one or two of them were...I suspect some mandatory retraining will be in order for the workers here once it's all said and done."
As you all follow Lileone back outside, she nods in agreement with Baied's words. "You're right, whoever did this is still at large - or rather, the mastermind behind it is. Now we have to track down Tsomo Q-"
The rest of her words are lost as all of you suddenly spot a familiar face loitering near one of the city's many waterways. It's the aquatic elf from Tsomo's shop, his assistant. You realize that he's been watching the activity around the Glass Pit and then remember something that Razethka had said earlier...
"In fact, rumors speak of rare sahuagin mutants known as malenti, who are identical in appearance to aquatic elves but share their kinfolk’s bloodthirsty nature."
As the elf locks eyes with you, there's a brief moment where time stands still and you're struck with a sudden burst of understanding and realization...and then the moment is broken as the elf quickly turns and leaps into the nearby waterway!
"Wh-hey! Stop him, whoever he is! He must be heading for the docks!" Lileone cries.
______________
Another post incoming, please wait before posting so that I can explain this next sequence~

GM Ladile |

Hunting the Shark
This is a Chase Scene - albeit with some alterations to the usual chase rules. They are as follows:
(1) The distance between cards is abstract and meant to represent how close your quarry is to getting away rather than his exact physical position.
(2) You will move as a group, rather than individually.
(3) The actions on each card represent opportunities you have to slow the elf down rather than obstacles you have to overcome to proceed.
Each phase will proceed in the following format:
(1) You, as a group, automatically advance one card every round.
(2) Once you've advanced, you may take a full round of actions to create obstacles to slow your target down.
(3) You may attempt one of the hindrances listed, you may Aid another party member, or you can come up with your own methods to try and slow him down.
(4) Anyone who cannot breather underwater will take a -2 penalty on checks as this chase takes place through some watery areas.
(5) This chase also takes place in crowded areas and thus anyone attempting to cast a spell while giving chase must make a concentration check (DC = 10 + spell level).
(6) Each successful check you make to slow your target down will hamper his movement and reduce the number of cards that he can advance on his turn.
(7) If, after your turn, you do not manage to hamper your target he will automatically move ahead three cards due to his familiarity with the city and amphibious nature.

GM Ladile |

Hunting the Shark - Phase One
As one the group springs into action and gives chase after the malenti - for this is surely what your quarry is and not an aquatic elf. You race along the waterway as it leads you into a nearby livestock market, filled with a motley crew of animals from an ill-tempered leopard seal to tanks filled with jellyfish and piranhas. Up ahead, you spot your quarry diving into one of the animal tanks as the sharks within suddenly begin snapping at innocent bystanders and creating a ruckus!
Remember, you can only attempt one full-round action per phase. Some of your options are below or you can be creative and come up with something else! If you take the creative route, please make a relevant check of some sort.
You spot an ill-tempered-looking leopard seal close to where the malenti is headed - perhaps you could goad it into biting him?
Whoa, jellyfish! People don't like jellyfish in their eyes!
There's a glass tank full of piranhas - maybe you can smash it!
______________

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2 questions: I have a base (land, not water) speed of 40. Will it help? I can't access to the PRD anymore from work, but I do have the Longstrider spell in mind: can I use it on someone else or is it a personal spell only? Can someone check? If I can use it on someone else, I'll use it on Frank

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"I'll be happy to leave this plane!" Imperia groans as she begins to give chase. Using her gauntleted hand, she fishes a jellyfish out of a tank and slings it the runaway elf.
________
CMB vs CMD 18: 1d20 + 9 ⇒ (6) + 9 = 15 Bummer!
Baied, Longstrider is a personal spell and I THINK it only affects land speed anyways.

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He growls as his hunt now began, his eyes turning almost fully red as he began to swim after his prey. He stood down the sharks and said to them, using the last of his racial spell-like ability to tell, "Stop Him for his actions will harm all shark-kind."
Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12
Would that work as a handle animal check?

GM Ladile |

@Baied - Since the exact distance between yourselves and your target is abstract for this particular chase, land (or swim) speeds don't really factor here. Of course you're still free to make use of Longstrider if you like for narrative or dramatic effect but otherwise don't worry about it :)

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Karabo assists Imperia in flinging jelly fish. He hiss as they sting his hands and he realizes why Imperia is wearing gloves.
CMB, Air Breather (Aid): 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11

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Msw crossbow: 1d20 + 3 ⇒ (11) + 3 = 14
Baied tries to hit the fish tank from a distance, wisely using one of the crossbow devised to work underwater they just get from the defeated sahuagins, but the crowd hamper her aim

GM Ladile |

Hunting the Shark - Phase One
The group springs into action in an attempt to stop their fleeing quarry; Imperia and Karabo both attempt to fling jellyfish into his path but the squishy, stingy creatures don't make for the best projectiles and spin away in various directions. Baied takes aim and attempts to shoot at a large glass tank containing a school of piranha but the bolt zips wide. Frank attempts to call on his own kinship with the sharks and encourages them to stop the crafty malenti instead of aid him...but it's not quite enough; the sharks ignore his words.
"Hey! YOU'RE IN THE WAY! GET MOVING! GO!" Guadaloupe bellows as loudly as he can, attempting to take a page out of Imperia's book and cow the crowd into moving and slowing their target down...and perhaps impress the object of his affection to boot!
Intimidate: 1d20 + 8 ⇒ (5) + 8 = 13
It's a noble effort, but not quite enough to get the crowd moving. Glancing over his shoulder, the malenti thumbs his nose at you and tosses a grenade back behind him! As it explodes, people and livestock shriek and roar and flee in all directions and the Vialesk guard race to try and protect the city's civilians - rendering them unable to help in the chase. The malenti continues to flee, the gap between you and him growing...
No successes this phase; your quarry moves ahead 3 spaces.
______________

GM Ladile |

Hunting the Shark - Phase Two
As you continue your attempts to catch the malenti, you see him up ahead, trying to dart between two halves of a raised bridge. The bridges’ operating mechanism is visible, and a group of sizable turtle-crabs is swimming on the water’s surface...
You think if you swim fast enough, you can block his exit and force him to swim in a different direction - slowing him down!
The simplest solution is to just close the bridge and seal off his escape route through the canal!
Hmm...that trio of passing tojanidas (the turtle-crabs) would make for good platforms get ahead of your target!
Frank & Guadaloupe's players are busy this weekend and have given me permission to bot them for a day or two~
Seizing his chance, Frank puts on a burst of super-shark-speed and attempts to cut off the malenti's escape route...
Swim: 1d20 + 12 ⇒ (15) + 12 = 27
...and succeeds! The malenti swears and is forced to quickly change direction as Frank flashes him a wicked, toothy smile.
Acrobatics: 1d20 + 9 ⇒ (1) + 9 = 10
"Oh no you don't! Hah! Hup! Ha-whoa!" Guadaloupe cries as he uses the passing turtle-crabs to try and get ahead of the malenti...but the little mouser stumbles as the third one moves unexpectedly and throws him off-balance. He pinwheels his arms wildly, managing to keep from falling into the canal at least.
______________
As always, feel free to come up with another means of slowing your target down if the available options don't appeal or seem feasible for you! And Aiding is also an option too.

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Karabo inhales deeply and then dives into the water, trying to catch up to the more naturally inclined prey. The demon inside him lends strength to his limbs as he crawls through the water at what feels like a snail's pace.
Swim, Champion Spirit, Air Breather: 1d20 + 4 + 3 - 2 ⇒ (20) + 4 + 3 - 2 = 25

GM Ladile |

Hunting the Shark - Phase Two, Cont.
Although Guadaloupe's efforts to gain ground on the malenti aren't fruitful, Karabo takes advantage of Frank's earlier success and shoots through the water like a rocket towards the next obvious escape route. To the malenti's surprise, the air-breather manages to beat him to it and at the last second he veers away again, swearing loudly!
"Give up! I know these streets like the back of my hand!" he hisses.
______________
Two successes this round! Imperia and Baied still to act~

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"Baied Touch of the Sea!" Imperia barks in frustration at their collective inability to close the gap. Taking a gamble and with the aid of Baied's divine magic, Imperia tries to follow Frank and Karabo's lead in cutting off another of his exits.
________
Swim (Swim Speed, ACP), DC 18: 1d20 + 8 + 8 - 5 ⇒ (10) + 8 + 8 - 5 = 21
Assuming Baied consents, use a Touch of the Sea scroll through her.

GM Ladile |

Hunting the Shark - Phase Two, Cont.
Though she knows it's risky, Baied attempts to pull the same stunt that Guadaloupe had tried and begins skipping across the top of the turtle-crabs in an effort to cut the increasingly-cornered malenti off. Unfortunately, the weight of her armor proves more than the turtle-crabs can comfortably bear and they actually sink somewhat in the water as she tries to step across them!
But all is not lost, as Imperia manages to haul herself through the water like some sort of underwater missile and once again cuts off your quarry's route! If looks could kill, Imperia would probably be pushing up daises right now. As it is, the combined efforts of the group have managed to slow the malenti down and he makes no further progress towards the docks!
______________
Three successes! The malenti isn't able to move forward at all during this phase!

GM Ladile |

Hunting the Shark - Phase Three
As your chase takes you back into yet another section of the market, you see a giant squid up ahead, covered in bright parcels and leisurely perusing the market stalls. While his slow, unconcerned ambling and browsing serves to slow the malenti you quickly realize that getting around something that large and with that many tentacles isn't going to be easy for any of you, either. But maybe you can make this work to your advantage?
Maybe if you ask really nicely the squid will grab the malenti and slow him down for you?
Hmm...squids squirt ink as a defensive mechanism, right? Maybe if you goosed it real good in just the right spot...
Look at all those packages that thing's carrying! A good poke in the eye should make it drop them on top of the malenti as he's trying to get by!
______________
Baied can use the scroll on Imperia if she likes, but it will be her action for this phase.

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"Forgive me," Karabo says before assaulting the innocent squid.
Attack, Champion: 1d20 + 6 + 3 ⇒ (14) + 6 + 3 = 23

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Pleased with slowing his progress, but still aggravated Imperia charges the squid after Karabo's more mild approach. "GET OUT OF MY DAMN WAY!" she shouts angrily as she swats at tentacles, eyes, and anything else that gets close enough for a good jab.
________
Attack (Str, BAB, ???), DC 20: 1d20 + 4 + 5 ⇒ (12) + 4 + 5 = 21 Idk what else qualifies for this attack since I'm presumably not using a longsword to poke the squid's eyes...
Thanks Baied :)

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"W-Woah! Watch it! Watch it! Come back here you-" The rat yells as he runs quite a ways behind the malenti. He sees a giant squid.
Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12 "Catch th-"
Unfortunately, he's cut off as he runs into one of the boxes nearby. He quickly brushes himself off and continues to run with the group after the malenti.

Bot-O-Matic |

As Frank barrels towards the squid everyone braces themselves, wondering if he's going to tackle the creature or something else...but then he comes to a stop. And gives the squid a curt but respectful nod.
"'Scuse me friend, but see that guy with the braid over there? Be a sport and grab him for me, would you?" Frank grins, showing his teeth.
Diplomacy (DC 19): 1d20 + 10 ⇒ (14) + 10 = 24
And to everyone's surprise, the squid gleefully snakes a tentacle out and grabs the malenti and sweeps him off his feet - just for a moment but it's still enough to slow him down! It's all rather strange but perhaps squid have a strange sense of humor?

GM Ladile |

Hunting the Shark - Phase Three, Cont.
Thanks to some quick thinking from Karabo, Imperia, and Frank, the malenti is continually slowed up as he attempts to escape. No sooner does he get back to his feet after being grabbed and yanked off of them by the squid do Karabo and Imperia flank the squid and poke him squarely in the eyes - forcing him to drop a veritable mound of packages and parcels on top of him!
Hanging back just a bit, Baied focuses her attention and grants Imperia the Touch of the Sea in an effort to make navigating the watery canals and locales of Vialesk a little easier for the armored warrior.
Guadaloupe sidles up towards the poor squid, hoping to try and see if he'll grab the malenti one more time but his words are cut off as he slams into some of the dropped packages and stumbles a bit.
And as it turns out, even a mound of shopping isn't enough to stop this particular malenti - he manages to slither his way out from underneath the pile and quickly gets running again. But he's slowly but surely losing time and ground...
______________
Three more successes! Your quarry stays stuck on his current space - one more good phase and you might be able to catch him!

GM Ladile |

Hunting the Shark - Phase Four
The mad chase through Vialesk's streets, canals, and markets continues though you're certain now that you're gaining ground on your quarry! As the malenti zig-zags through the market you see a group of marketplace performers, who are putting on a show with trained dolphins and penguins...
Dolphins are pretty cool customers, right? Maybe you can get them to grab at his clothes and slow him down.
Forget asking the dolphins to slow him down - why not hitch a ride on one and cut him off instead!?
If you time it just right you're totally certain that you can collar this jerk using one of the jumping hoops used for the show!
______________