| GM Watery Soup |
"Then we must leave.
But... you want to leave also?
Maybe we leave together?"
"I don't want to leave." His eyes narrow as he gets what you're hinting at. "Not any more. I've changed my mind."
"M'lady is a bit too direct." Ixlilton checks to see that they are alone in the office before continuing. "Listen up, Themolin. We're here to extract you on behalf of your good friend Guaril. You supposedly found something and now you want out, right?"
As much as Themolin didn't want to talk about rafts, he's outright spooked by the mention of Guaril.
"I don't know a Guaril! I don't know any accounting irregularities!"
Milady and Ixlilton, please make a Diplomacy check (you can roleplay the result if you'd like). Ixlilton, you'll take a -2 penalty for mentioning Guaril.
Ixlilton Tenochtzin
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Diplomacy: 1d20 + 0 ⇒ (8) + 0 = 8
Ho, ho ho! That's a really bad result. Although I think Ixlilton would rather intimidate him more than be diplomatic.
Ixlilton growls, angry and frustrated of living in the sewers, eating pickled fish and having spent hours working on creating rafts. This is it. The little pencil pusher is panicking after the great lengths he went to to try and be civilized and not grab him by the collar of his shirt and shake the twerp senseless.
"Now, you listen to me, you whining little man! We need to leave now or we can leave you to rot here until someone finds out that you know something about those irregularities. I wonder how well your head fits in a pike!", Ixlilton ends up snarling and leaning into him. "Which will it be?"
Milady'
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Diplomacy, trained: 1d20 + 8 ⇒ (1) + 8 = 9
And a nice crit' fail!
Milady, tired from all the comings and goings in the sewers, and seeing all those muscular men--
slaps the man!
(crit' fail says the attitude decreases, so...
"What are you? An Infant? I changed my mind!, I'll change your mind all right!
Pack up. We're leaving."
| GM Watery Soup |
Themolin reels from the slap. He looks unfriendly.
Intimidate and Deception are valid paths forward as well. You just need to roleplay them appropriately.
Regus
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Seeing things getting a little heated, Regus tries to step in.
"Don't mind them too much Themolin, we've been in this city for a few days now and it's really starting to wear on us. I can't imagine how people live here permanently, it must be just awful. We'll just get out of your hair here. We've got preparations to make so we can get back to civilization. If you change your mind just come meet us. Don't take too long though, we cant stay here much longer. It'll drive us all crazy."
Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7
Doesn't look like this guy is coming...
| GM Watery Soup |
Even worse, because he's already unfriendly, that's a crit fail.
"Go! Get out of here!"
Seeing the party not moving fast enough, he yells, "Guards! GUARDS!"
You hurry out. The man who was flirting with the receptionist the previous day eyes you with suspicion as you pass by.
The guards chase you to the edge of the property, and wait around a bit to make sure you leave.
---
That's it for the locations. You'll still need to decide who's escorting the people out on the rafts. Two people will be required to bring each raft into the sewers, so two people can bring 2 barrels to sewer Craft.
Milady'
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Milady looks at Regus: "Well, that went well!"
She then laughs: "I've not run like that since I was... well, a little girl!"
Ixlilton Tenochtzin
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Ixlilton grumbles under his breath during the trip back. "Want to wring that little weasel. This is what I get for trying to be diplomatic about things. Sometimes people just understand violence better."
Back in the sewers, he turns Hookie in the right direction and states quite grumpily, "As I said yesterday, I'll escort the refugees. Who else is with me?"
Variel Dardala
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"It is probably safest for us to stay together. We will just need to house the ones who are staying to ride home with us somewhere while we are getting the first group out."
| GM Watery Soup |
Flitch isn't happy about the number of people staying in his hideout, but it's just one more night before sweet sweet freedom so he won't complain too much.
I'm going to take this as consensus that you're sticking together. Everyone's sleeping in the tunnels tonight, Yuleg and Elena will meet Garrla at the Rockfish Inn, and everyone who wants to Craft, post a Craft check. If nobody succeeds in the Raft Craft, then there should be a draft for those who have to swim aft.
Variel Dardala
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I'm afraid to post a craft check because I don't want to ruin any materials ... if there are materials left over and the group wants me to try, my untrained bonus would be +1.
| GM Watery Soup |
+1 is tied for second best in this group. Gazard: +4, Variel and Ixlilton +1, Regus and Hookie: 0, Milady: -1. I'll post Gazard's, which is the highest, and he's already confirmed he's trying, and then there will be no ambiguity.
Gazard Craft: 1d20 + 4 ⇒ (10) + 4 = 14
Gazard crafts, but neither completes a raft nor ruins a barrel.
Hookie crafts, and manages to turn the barrel into a smaller barrel now unsuitable for anything.
3 barrels left.
Milady'
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MIlady looks around: "Well, isn't this enjoyable! Sleeping in the sewers. Filth, smell, promiscuity, and bad beds. I love the Pathfinder Society.
What's that? Hammer and old barrel? No, I will not, thank you. I'll just make some tea instead..."
She will, however, discreetly try to help, pushing some objects over when they are needed by the crafters, using her magical powers--
--using Prestidigitation to try and sweet talk the GM into giving a +1 circumstance bonus to the next Crafting check, maybe?
Ixlilton Tenochtzin
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Ixlilton mutters about how he's a soldier and not a carpenter. As the days go on in the city, his good humor is strained. It doesn't help that it's getting hot and crowded in the sewers as well.
Crafting: 1d20 + 1 ⇒ (10) + 1 = 11
He stands up angrily after two hours' of work, cursing loudly about pickles and rafts.
| GM Watery Soup |
| 1 person marked this as a favorite. |
sweet talk the GM into giving a +1 circumstance bonus to the next Crafting check, maybe?
Sounds more fun than having to learn the PF2 Swim rules!
Variel Craft: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10
I guess it's time to read up! The forecast for tomorrow morning is calm water, but if it starts getting turbulent, you'll have to make Athletics checks.
If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.
Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.
When you run out of air, you fall unconscious and start suffocating. You can’t recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you’re at 0 Hit Points).
- You’re flat-footed unless you have a swim Speed.
- You gain resistance 5 to acid and fire.
- You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
- Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.
- You can’t cast fire spells or use actions with the fire trait underwater.
- At the GM’s discretion, some ground-based actions might not work underwater or while floating.
---
After a good night's rest, six adventurers and five civilians drag the two rafts through the tunnel. Upon reaching the water’s edge at the end of the tunnel, the ship, Rolanna’s Prayer, can be seen roughly 250 feet across the cove toward the horizon. Its crew remains below deck to avoid drawing attention and provides no assistance.
The water is calm, pure, and 40 feet deep.
Raft statistics: Hardness 5, HP 20 (BT 10); Immunities critical hits, object immunities, precision damage. A raft is 2 Bulk.
No more procrastination - who's on the raft, who's swimming?
Place yourselves on Slide 4. Three of you can be on the rafts with the civilians - their locations won't be marked, you can switch places with them freely. Each player can spend an action to propel the raft 10 feet in any direction. The Rolanna's Prayer is to the northwest.
Gazard: 1d20 + 6 ⇒ (16) + 6 = 22
Ixlilton: 1d20 + 5 ⇒ (17) + 5 = 22
Milady: 1d20 + 9 ⇒ (19) + 9 = 28
Regus: 1d20 + 4 ⇒ (2) + 4 = 6
Hookie: 1d20 + 5 ⇒ (9) + 5 = 14
Variel: 1d20 + 6 ⇒ (7) + 6 = 13
One: 1d20 + 8 ⇒ (12) + 8 = 20
Two: 1d20 + 8 ⇒ (16) + 8 = 24
Round 1!
Milady
Gazard
Ixlilton
Hookie
Variel
Regus
Milady'
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Milady removes a shoe, and dips her pinky into the water.
"I used to go skinny-dipping all the time, in the coves of Kortos Island! Too bad we did not come here in the moonlight."
And she promptly starts to undress, handing her clothes and gear to the young tall muscular Garundi man who has been following her around all the time.
"Here, Chippendale, carry this for me, will you? That's a darling."
Luckily, Milady wears a thick cotton slip under her dress, and is not revealing any skin.
"Ha! Disappointed, aren't you?!", she tells you before slipping into the water--
--before you can see if she even knows how to swim, Chippendale dives in, and grabs a hold of her, ready to pull her along.
Milady smiles as she nestles in his arms.
Using hireling boon for my athletic checks.
Best Milady swim, since none of her Inspire Courage or spells seem hindered by this.
Just hoping Chippendale will not drown his mistress to be rid of the old lady!
| GM Watery Soup |
Chippendale is a consummate professional and would never let her drown.
What is Chippendale's Athletics check?
Milady'
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Just in case, I have his bonus listed on my sheet under Skills.
[dice=Chippendale's Athletics, trained]1d20+4[/dice
A mighty +4!
Milady herself:
• -1 Athletics (Str) - Untrained (-1 Str)
[dice=Athletics, untrained]1d20-1[/dice
Milady'
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I posted the Athletics bonus yesterday, in the spoiler above (+4)
Do I roll? Or need to something else? Or did I just mess it up so you missed it (sorry)?
| GM Watery Soup |
You don't need to make an Athletics roll right now, because the water is clear. When you do need to make Athletics checks, you can roll in the open - there's nothing to hide. I'll post the DC.
Right now, you can basically move 10' per action you want to spend swimming. People on the raft can move the whole raft 10' per action.
Variel Dardala
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GM, it's not clear where we are going ... where is the boat? I assume it is off the map, but we need to know if it is directly across, or diagonally up as well.
Milady'
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Sorry, I thought you'd be rolling when you asked for the bonus!
| GM Watery Soup |
The boat is to the northwest (top left of the map).
Milady'
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Chippendale launches from beside the raft, and swims off with Milady, in an arc--
3 Swim actions
| GM Watery Soup |
As Chippendale swims out, Milady spots some crystalline shards just below the surface of the water. My Axis! If she had swam into that square, the manservant who's carrying her would have taken significant damage!
Round 1!
Milady
Gazard
Ixlilton
Hookie
Variel
Regus
Gazard Gamille
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If the boat is in the top left, then what are those brown things on the bottom right?
acrobatics: 6 + 1d20 ⇒ 6 + (9) = 15 to get the raft moving forward. Not sure what else I should be doing
acrobatics: 6 + 1d20 ⇒ 6 + (5) = 11
acrobatics: 6 + 1d20 ⇒ 6 + (5) = 11 3 actions per round, so three rolls right, if you need athletics instead of acrobatics, mine is +1.
Ixlilton Tenochtzin
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Ixlilton bobs his head above the water and swims westwards. He takes a deep breath and sinks his head underwater to see if there are more shards. If he sees any, he will tell the people on the raft. (Seek, +5 Perception) Head breaking the surface, he continues west.
(Swim - Seek - Swim)
| GM Watery Soup |
The brown things are your rafts, nd the white squares are shard hazards. Gazard is on the raft so no checks are required - just move the raft.
| GM Watery Soup |
Ixlilton swims. He doesn't spot any other shards in the near vicinity, but he does spot a giant lobster (orange square).
Recall Knowledge is Occultism. Ixlilton, if you want to change your last action to Recall, that's fine, just move yourself back one action.
Ixlilton Tenochtzin
|
(I'll do that, thank you. Recall Knowledge Occultism, +1)
"What in blazes is that thing?"
Once he breaks the surface he yells towards the raft, "There's a large lobster up ahead. Beware!"
Milady'
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"Where? Lobster is very fine. Back in the Ivy District we used to have lobster soup when I gave parties. Maybe we can go fish it out?"
Chippendale just keeps on swimming.
| GM Watery Soup |
| GM Watery Soup |
Can you move it where you want to go? There are hazards in specific squares so I can't move it for you.
| GM Watery Soup |
Gazard powers his raft away from the lobster.
Ixlilton spotted it, but it also spotted Ixlilton. It moves up and grabs at Ixlilton with a claw.
Claw, Underwater: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Slashing: 1d6 + 3 ⇒ (6) + 3 = 9 plus Grab
With its other claw, it reaches for Milady.
Claw, Underwater: 1d20 + 9 - 5 - 2 ⇒ (13) + 9 - 5 - 2 = 15
Slashing: 1d6 + 3 ⇒ (3) + 3 = 6 plus Grab
Round 1!
Milady
Gazard
Ixlilton
Orange
Hookie
Variel
Regus
Reminders:
1. Swimmers don't need a check until they are in combat.
2. Rafts move 10' per action.
3. Slashing and Bludeoning underwater -2 to hit.
4. No fire or acid.
Milady'
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"HEY! What the... dinner is grabbing ME?!"
Variel Dardala
|
Just to make sure I'm reading the map right ... the orange square is the lobster, and white square is some sort of shard? I'm not sure what that means - is it an obstacle in the water?
| GM Watery Soup |
Brown are the rafts, white are the shard(s), orange is a lobster.
Variel Dardala
|
OK, still not clear on what a "shard" is, but I'm assuming it's a non-creature obstacle of some sort.
Variel swims up to help fight off the giant crustacean.
Two swim actions get me 20 feet without a check before I get into combat. Third action to Flurry of Blows against the lobster.
Attack #1: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17 damage (B): 1d6 + 2 ⇒ (4) + 2 = 6
Attack #2: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18 damage (B): 1d6 + 2 ⇒ (5) + 2 = 7
EDIT: Does Milady provide a flank? If so, the lobster is Flat-Footed to Variel's attacks.