Lilly-Ann
|
Lilly Ann looks about a bit confused at the group and the apparent (quiet) commotion. On Ulfar's instruction she hands PC her lockpicks.
Or did he have his own now? I'm not sure. In that case, never mind.
She stands by him, quickly transitioning from bored to cheerfully animated, then walks in after him and grabs her sling. She pauses a little inside the door as PC creeps along quietly, trying to contain her excited humming.
Trying to stay back a bit more 'cause I don't actually have any ranks in Stealth, but here goes:
Stealth: 1d20 + 1 ⇒ (8) + 1 = 9
EDIT: I'll use my Hero Point to re-roll that then:
Stealth: 1d20 + 1 ⇒ (17) + 1 = 18
EDIT2: Gooood reroll. *pats digital, non-existent dice* (AKA: *pats RNG-system*, but that sounds even weirder XD).
| GM Kwinten |
Barralbus pokes Themolin in the stomach with his walking stick. "One last warning. Tell me why you're so shifty lately, or my friend here will have to get creative with his knife." He points to the assassin, who is currently removing dirt from under his fingernail with the point of his rapier.
Themolin's eyes then fall on Tao Lin Chen sitting on top of a stack of crates, and his eyes go wide. Barralbus notices his stare and turns around, spotting Tao Lin Chen and Koredrel.
"Ah, your flunkies from before are here to save you! But it's too late, I'm afraid. I have already captured you and will make quick work of these minions! Bahaha!"
We'll enter initiative. Petite Chenille, I presume you'd rather use Stealth rather than Perception to roll initiative? I assume you've all drawn your weapons by now.
Perception Koredrel: 1d20 + 6 ⇒ (6) + 6 = 12
Perception Lilly Ann: 1d20 + 6 ⇒ (1) + 6 = 7
Stealth Petite Chenille: 1d20 + 7 ⇒ (8) + 7 = 15
Perception Tao Lin Chen: 1d20 + 6 ⇒ (2) + 6 = 8
Perception Ulfar: 1d20 + 5 ⇒ (1) + 5 = 6
Perception assassin: 1d20 + 6 ⇒ (11) + 6 = 17
Perception Barralbus: 1d20 + 7 ⇒ (5) + 7 = 12
Turn order:
Assassin
Petite Chenille
Barralbus
Koredrel
Tao Lin Chen
Lilly Ann
Ulfar
So, how this is going to work is that any clump of PCs and NPCs will act together in whichever order they want. For instance, Koredrel, Tao Lin Chen, Lilly Ann, and Ulfar is the last clump of initiative. When Barralbus has acted, you can act at the same time. No need to wait until Koredrel has acted for Tao Lin Chen to make his turn. This is so combat speeds up a little. Did I explain that well enough?
The hooded figure spots Koredrel and Tao Lin Chen hiding on top of the crates and quickly assesses which of the two poses the bigger threat. Tao Lin looks unarmored and easier to hit, so he focuses on him. He stows his rapier, grabs a shortbow, and fires an arrow at Tao Lin Chen.
Attack roll vs Tao Lin Chen: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d8 + 1d6 ⇒ (1) + (4) = 5
Surprised at the swiftness of the assassin's attack, Tao Lin has an arrow sticking out of his chest before he even knows he's drawn a bow.
That's 5 damage for Tao Lin, I believe.
Turn order:
Assassin
Petite Chenille
Barralbus
Koredrel
Tao Lin Chen 5 damage
Lilly Ann
Ulfar
Petite Chenille, you may act!
Remember, you have three actions per turn. Please make clear which actions you take and refer to any abilities you have by name, so I can look up what they do.
Petite Chenille
|
"Prepare to face off with the Petite Chenille, villain!"
The Petite Chenille then launches several sling bullets at Barralbus, staying behind the crate for cover.
Slingstaf attack 1 vs flat-footed: 1d20 + 7 ⇒ (5) + 7 = 12 for 1d10 + 1d6 ⇒ (2) + (1) = 3
Slingstaf attack 2 vs flat-footed: 1d20 + 2 ⇒ (9) + 2 = 11 for 1d10 + 1d6 ⇒ (9) + (5) = 14
attack, reload, attack.
Edit: Heroes don't finish fights quickly, they scrape by at the skin of their teeth.
Also, I might want to hide next turn for renewed Sneak Attack, but according to the rules that is a Secret GM check. Do you want to roll that every time I want to do it? Or should I just roll (I'm going to attack anyway, don't have the action economy to do it twice per round).
Tao Lin Chen
|
Metagaming wise I'd prefer to let the bard go first in our 'clump' of initiative, out of curiosity GM; the assassin spotted me because he beat my passive stealth DC, so no more opposed rolls right ?
| GM Kwinten |
Petite Chenille attacks, but misses twice. The stones whizz by Barralbus.
Tao Lin: I had to call for initiative at some point. Basically, because you're in full view, that seemed like a good time to call for it. I should've been rolling opposed Perception checks earlier, but I wanted to give you a chance to get in position first.
Petite Chenille: Also look at the Stealth section to see how that works now. There are three states of awareness now: Observed, Hidden, and Undetected. The way I understand it, you need to be Undetected to be able to Sneak Attack. That's more actions to take in a round and more opposed checks. You can roll the Perception checks, that's easier. Barralbus has a +7, the assassin a +6.
Also, I'm fine with retroactively adding the +1 from Lilly Ann if she activates her performance, so no need to wait for her.
Barralbus moves to get a clear view of Petite Chenille and weaves a spell, finishing it with an angry yell: "Sit down boy, and don't interrupt me while I'm busy!"
The Command spell, choosing the "drop prone" option.
Will save Petite Chenille: 1d20 + 7 ⇒ (13) + 7 = 20
Petite Chenille manages to resist the command, and is free to do whatever he wants.
Turn order:
Assassin
Petite Chenille
Barralbus
Koredrel
Tao Lin Chen 5 damage
Lilly Ann
Ulfar
Everyone else may act!
Ulfar the Trickster
|
Hearing some shots being fired, and Barralbus shouting, Ulfar bellows a battle roar and strides forward to give his allies chance to get to a better position.
Actions: 1) Stride 2-3)Double slice
Double slice (p144): 1d20 + 8 ⇒ (17) + 8 = 251d8 + 3 ⇒ (8) + 3 = 111d20 + 8 ⇒ (18) + 8 = 261d6 + 3 ⇒ (4) + 3 = 7
"Take that ye hooded scum!"
| GM Kwinten |
Those are some good hits! If Lilly Ann performs, those two hits are enough to drop the assassin! The second hit is even a crit!
Koredrel may act on this knowledge and change targets if he wants.
To jump from boxes to boxes, or to jump down on top of an enemy, that's an Athletics check that takes two actions (Long Jump).
If you simply want to climb down, that's also Athletics.
Lilly-Ann
|
When she recognises Barralbus' voice, Lilly Ann stops humming. Watching PC launching his attacks, she giggles, then starts singing. The warehouse quickly fills up with her eerie voice in what seems to be some kind of nursery rhyme. It quickly reminds everyone that these guys are really not at all scary.
Everyone gets a +1 status bonus to attack, damage, and saves vs fear.
Her performance: https://drive.google.com/file/d/10UNaHjjqUZ5DYvrAGPYVwUjr7FtUoE3o/view?usp= sharing (hope this works). Also, that's the kind of voice she does whenever I put something in cursive, for reference.
While singing, she moves forward a bit more and cheerily waves at Barralbus, then casts Telekinetic Projectile and throws a stone at his big head.
Spell Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Action 1: Inspire Courage
Action 2: Move
Action 3: Telekinetic Projectile
| GM Kwinten |
Telekinetic Projectile is a two-action spell, I'm afraid.
Also, if you want to listen to the song, remove the space before "sharing", or use this link.
Creeped out by Lilly Ann's voice, Ulfar hits extra hard and knocks out the assassin!
Tao Lin Chen
|
Respectfully, I disagree that a guy who made a good stealth check and is sitting on top of 15 foot crates would be in full view or have line of effect from a crossbow shot, but I guess that all depends on how you and I envision the warehouse situation. So I'll except your ruling.
Tao Lin stares with disbelieve at the arrow sticking out of his flank, he takes a double move while he hops down from the crates.
He summons his Ki and strikes at Barralbus with a tremendous shout.
1 and 2 Move (Acrobatic roll needed to get down, or will 2 move actions suffice ?), 3 = Ki strike focus spell that allows me to use Flurry of Blows. Inspire courage and ki strike both give a status bonus to attack, so I am asuming they don't stack.
"KIII AIII"
Attack: 1d20 + 8 ⇒ (11) + 8 = 192d6 + 5 ⇒ (5, 6) + 5 = 161d20 + 4 ⇒ (1) + 4 = 52d6 + 5 ⇒ (6, 1) + 5 = 12
The 1d6 extra damage is force damage.
| GM Kwinten |
It's technically move to the edge, climb down, move to get close, but I'll let you break up the movement across actions, that's fine. You still have to roll for your Athletics check, though.
Fair point about the line of effect, that might be tricky. I'll make a Perception check to see if he beats your earlier Stealth score.
Perception check: 1d20 + 6 ⇒ (8) + 6 = 14
Nope, he doesn't see anyone. In that case, he would've aimed at Ulfar, who he does see (he gets a bonus from Themolin giving a clue), but Ulfar has cover from the crates and the attack misses.
The bonuses indeed don't stack, sadly. Still, the first attack hits, and it hits Barralbus very hard. He staggers back, but is still standing.
Turn order:
Petite Chenille
Barralbus 16 damage
Koredrel
Tao Lin Chen
Lilly Ann
Ulfar
If anyone has any problems with a ruling, please say so. I'm very reasonable, and I don't want unhappy people.
Koredrel
|
When the assasin falls, Koredrel changes his aim to Barralbus, fires and draws another arrow. Because of the chaotic actions he is not sure if he hits Barralbus.
Use Hunt Prey and Hunter's Edge - precision; change Prey to Barralbus; actions: redirect aim - shoot - reload
Attack, including +1 from Lily-Ann: 1d20 + 8 ⇒ (5) + 8 = 13
Possible damage, including extra 1d8 for Edge: 1d8 + 1d8 ⇒ (8) + (2) = 10
| GM Kwinten |
That's a miss. Drawing an extra arrow is free, so you can still move or shoot more, if you want.
| GM Kwinten |
There's a one hour edit window after you've first made your post. After that, it's set in stone.
The 16 is enough to climb down safely.
Petite Chenille
|
"The Petite Chenille doesn't listen to villains! Those first stones were merely to lure you into a sense of security! Look around you; you've put yourself in quite a predicament, haven't you?"
The Petite Chenille loads his Slingstaff, and then suddenly rushes forward, quickly trying to move past Barralbus. Acrobatics to tumble vs Reflex DC: 1d20 + 7 ⇒ (15) + 7 = 22
Then, behind him (or in front of him, if I failed) he pulls the elastic band of his Slingstaff back and holds the other end near Barralbus's head. "I challenge you to dodge this one, o odorous skunk!"
Slingstaff + inspire: 1d20 + 8 ⇒ (15) + 8 = 23 for 1d10 + 1 ⇒ (10) + 1 = 11 bludgeoning damage
Unless he has an ability to make AoO, he can't make an AoO. Unless enemies all have that ability from the get go...
Koredrel
|
Koredrel fires a second arrow at Barralbus, missing again. The third arrow he fires, hits the man square in his back, the head almost protruding out front.
Attack, including +1 from Lily-Ann: 1d20 + 8 ⇒ (6) + 8 = 14
Attack, including +1 from Lily-Ann: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 ⇒ 8
| GM Kwinten |
Koredrel: the more attacks you make, the more penalties you take on those attacks. Your first attack is at your normal bonus, the second attack takes a -5 penalty, the third attack is at -10. Your third attack would also miss.
Also, you don't have line of sight with Barralbus, as there are boxes in the way. Maybe you're confusing the targets? The one next to Ulfar is Themolin, who's tied up to a chair right now.
I'm sorry for the confusion, I should have explained combat better (or at all, really), I thought you were all familiar enough that it needed no explanation.
Petite Chenille tumbles past Barralbus and then whacks him against the head with his sling staff. Barralbus looks pretty battered and bruised right now, but there's still fight in him.
"Wait, that voice... You're that annoying child who mocked me in front of Anseoh! You'll pay for that!"
Barralbus nearly becomes frenzied with rage. He walks away from Chenille and Tao Lin if you have the Attack of Opportunity feature, you can make a Strike, but I don't think Monks and Rogues get those and seeks out the source of the music. A few steps later, he makes eye contact with Lilly Ann and casts a spell.
"Here, enjoy this!"
A big orb of fire appears out of nowhere and lands in Lilly Ann's space. Lilly Ann has no time to duck away and takes a faceful of fire.
Reflex save Lilly Ann: 1d20 + 4 ⇒ (5) + 4 = 9
That's a critical fail! Lilly Ann is also free to reroll that with her remaining Hero Point, but I'll leave that up to her. This narrative will assume she doesn't until I hear otherwise.
Flaming Sphere damage: 6d6 ⇒ (2, 5, 2, 6, 4, 4) = 23
The spell he cast is Flaming Sphere, by the way.
The orb remains in place, eating away at Lilly Ann...
Turn order:
Petite Chenille
Barralbus 27 damage
Koredrel
Tao Lin Chen
Lilly Ann
Ulfar
Koredrel, Tao Lin Chen, Lilly Ann, and Ulfar are next!
I'll explain what happens with Lilly Ann in a new post, for clarity.
| GM Kwinten |
Lilly Ann now has the Dying condition. I'll quote the text:
You are bleeding out or otherwise at death’s door. While you have this condition, you are unconscious . Dying always includes a value, and if it ever reaches dying 4, you die. If you’re dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy’s critical hit or a critical failure on your save.
If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described in that condition. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Any time you lose the dying condition, you gain the wounded 1 condition, or increase your wounded condition value by 1 if you already have that condition.
A Recovery check Is a simply d20 roll versus DC11 (10+your Dying value). If you succeed, you stabilise. If you fail, your Dying value increases by 1. If your Dying value hits 4, you die. As the Dying condition says, taking damage in your turn will also increase this value. I'll say that the Flaming Sphere goes off again in Barralbus's turn, so if you can get out of that square, you're fine.
You can also spend all your remaining Hero Points to automatically stabilise:
Spend all your Hero Points (minimum 1) to avoid death. You can do this when your dying condition would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don’t gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don’t lose it or decrease its value.
The way I read it, you can spend that hero point after you see the result of the Recovery check, so you're free to make that check if you want.
Also, the Wounded condition says the following:
You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn’t already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition’s value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.
So if Lilly Ann stabilises now without spending a Hero Point, she'll be Wounded 1. If she falls to 0 HP again, she'll go to Dying 2, unless the Wounded condition is removed.
Tao Lin Chen
|
Tao Lin's face twists in horror as he watches Lilly Ann's small body being consumed by flames...
He moves forward, shouting :
"Lilly Ann !"
"No !"
He faces Barralbus and spits out :
"The power of earth and stone shall stop your fire, you evil sorcerer !
With a mighty roar he takes on a low stance, becoming as sturdy as the earth itself, as he strikes out his blows seem to become heavy as stone.
Flurry of Blows: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 4 ⇒ (6) + 4 = 101d20 + 2 ⇒ (3) + 2 = 51d8 + 5 ⇒ (8) + 5 = 13
Move, Mountain Stance, Flurry. My unarmed attacks in mountain stance no longer seem to have the agile trait, but gain the forceful trait.
Lilly-Ann
|
I always feel somehow proud when I annoy NPC's into wanting to kill me.... *contented sigh* Aaaanyway, I wanna reroll that Ref save, yeah. Keeping the Hero Point to stabilise is probably more prudent, but I don't know whether that'll work with the ongoing damage anyway. Plus, the safe option isn't always the fun one ;).
Reflex Save: 1d20 + 4 ⇒ (6) + 4 = 10
EDIT: Well, that made little difference, f$+%... XD
As the fire appears before her, Lilly Ann's eyes widen but the smile still stays on her face. She raises a hand upwards, a mostly invisible shimmering force extending from it and then quickly succumbing to the flames.
Because I cast Shield last round, I can use the Shield Block reaction with my magical shield. It has Hardness 5, so that's 5 less fire damage if this counts as a physical attack. Not sure whether the same rules about physical/energy damage still count here. I'm guessing they do and this isn't gonna help me, but I wanted to throw it in just in case.
Shield Block (reaction): Trigger: While you have your shield raised, you would take damage from a physical attack. Effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Ulfar the Trickster
|
Ulfar is half blinded by rage seeing his companion fall. He drops to a full sprint and rushes to be next to Barralbus. With his axes still wet with the blood of the assassin, Ulfar strikes at the foe with all his might.
Stride->Stride->Strike
"Stop running, ye filthy worm! If anyone gets to kill that annoying girl it would be me!"
Strike: 1d20 + 8 ⇒ (19) + 8 = 271d8 + 3 ⇒ (6) + 3 = 9
With a wooshing sound Ulfar bigger axe barely stops when it reaches Barralbus head opening it as a ripe melon
Looks like a crit, so looks like the guy will not survive this hit :) let me know if i need to change the narrative
| GM Kwinten |
Lilly Ann: Good point about the Shield, but no, this is indeed not a physical attack. Also, you can make a flat check to see if you stabilise (DC 11), but since we're out of initiative now, it's no big deal.
Tao Lin Chen flies into a rage and tries to pummel Barralbus, but his attacks all miss. Ulfar on the other hand is lucky and scores a terrible blow against him. Barralbus drops to the ground and combat is over.
Themolin is still tied to the chair and is amazed at the brief burst of violence that happened in front of his eyes.
"By Abadar's cossbow, t-thank you for saving me! I p-presume you are here to save me, right?"
Petite Chenille
|
The Petite Chenille rushes in and drags Lily Ann out of the flaming sphere. He then uses Medicine to try and stabilize her.
Medicine: 1d20 + 5 ⇒ (18) + 5 = 23
"Lilly Ann! Don't go to the light! Follow my voice and return to us!"
When Lilly Ann is stable, he quickly starts treating her, using all of his Grand Papillon bandages that he has.
Medicine: 1d20 + 5 ⇒ (10) + 5 = 15 for 2d8 ⇒ (3, 6) = 9 healing
Not using Battle Medicine, because that is once per person per day. Better to use in combat.
Koredrel
|
I worded my attacks unclear; my arrows were the first and second of the second round (and thus second and third of my total in two rounds, counting my arrows). But even with a lesser penalty, the second attack misses because of the line of sight, helas).
As his arrows go astray because Ballarbus runs around the corner, Koredrel climbs down from his high position. He runs to the corner to see what has to be done. As most of his companiosn are busy reviving Lilly Ann, he turns to Themolin and frees him of his bindings. "Indeed we came for you and were almost too late, I think. I hope that our intervention doesn't cost us Lilly Ann."
Tao Lin Chen
|
"We are the ones you paid to get you out of the city Themolin."
"Dead clients don't tend to pay well..."
Tao Lin looks at Lilly-Ann's to assure himself that she will be alright.
"Though you seem to jeopardize our operation, perhaps it will be wisest to leave you... for the sharks."
| GM Kwinten |
Koredrel: Oh, I get it now. Sorry for the confusion.
"I'm v-very sorry Barralbus n-nearly killed your f-friend. I hope she'll be o-okay. T-thank you very much for f-freeing me."
After Tao Lin Chen's comment, something seems to "click" in Themolin's mind. "Oh! S-so YOU'RE the ones to g-get me out of here! I thought you were too violent for a group of m-merchants! I was getting worried after Guaril Karela stopped contacting me!"
Though he still seems rather twitchy, his stutter disappears as soon as he realises who you are.
Tao Lin: Who's that last bit of your post directed at? Seems like you forgot a subject somewhere, and it looks like you're gonna feed either Themolin or Lilly Ann to the sharks. >_>
Lilly-Ann
|
Lilly Ann start slowly coming back to consciousness as PC treats her. Her eyes remain quite hazy as she blinks them open and looks up at the halfling with a lazy smile.
"Flames are preeetty."
She moves herself to sit up and winces.
"They sting though..."
After giving herself a quick once over she holds up an arm covered in GP-bandages and smiles again.
"Cool. I like butterflies."
Once PC is done she springs to her feet with renewed energy, gives him a quick kiss on the cheek and moves over to the unconscious (dead?) Barralbus. She stands over him for a moment, frowning, then sticks out her tongue in an overexaggerated fashion, gives him a kick for good measure and goes to stand with the group around Themolin.
"Can we go tell Ansy that the a%@@!&@ is dead? I think she'd like that."
She then turns to Themolin specifically: "Do you still have that note on the painting and that Ell-something? It's pretty embarrassing. We could use that, right?
| GM Kwinten |
Okay, the confusion was all me, then. I just couldn't parse why you'd threaten someone who's already tied to a chair. >_>
Lilly-Ann
|
I mean...he's no longer tied to a chair, right?
Also, yeah, the fact that he got into this situation might mean he's a liability. Next to that, I get using some pressure to leverage a better negotiating postion.
In any case, it was said. Shall we continue? ;)
| GM Kwinten |
Themolin steps back in fear when Tao Lin Chen suggests killing him.
"I-I can explain! Please, I want to leave this hellish city! A while ago while working on some old documents, I stumbled upon an accounting error made by Runelord Belimarius herself. She owes the city a lot of money, something she obviously does not want to do. I hid my findings because I don't want to get lynched and contacted Guaril Karela to escape this city before someone found out. When that communication stopped, I was fearing for my life, and then Barralbus got suspicious of my behaviour. You see, this is a lose-lose situation. You don't want to be the person who tells a Runelord they owe a lot of money, but I'll also get punished if someone else finds out that I've been keeping secrets from her."
Themolin is in tears by now. "I just want to escape!"
After that, he stars crying and collapses back into his chair, unable to stand on his own strength any longer.
Koredrel goes through Barralbus and the assassin's gear. He finds an Invisibility Potion, a rapier, a shortbow and some arrows, an inkwell, a staff, and a spellbook.
Ulfar the Trickster
|
Glancing on Lilly-Ann coming back to her annoying senses, Ulfar smirks and walks up close to Themolin.
"Quit ye whimpering, will ye. We gonna get ye out of this island, alright! But now, we need to get this situation sorted if we don't want any circumstances. Do ye know if this idiot had anyone who might miss him? I really doubt it, judging by his 'Charming' personality, but just to be sure..."
Tao Lin Chen
|
I guess this is the toughest moment in the game, we'll have to decide on our plan of action. When and how are we going to smuggle which NPC out of this city...
- We have the shard cove tunnel, with the raft, that still has to be crafted right ?
- I suppose we could go for the cart, load it up with emptied warehouse boxes and put the NPC's in here ?
- Can anyone in the party make better forgeries then the sewer guy ?
- We need Themolin to hand over the dirt on Belimarius.
Just my random thoughts. Please add your own.
Edit : Ooc is not working properly for some reason. All of the above is ooc
| GM Kwinten |
Themolin starts thinking out loud. "Well, Barralbus does not have a wife or girlfriend, so no immediate family would miss him. His absence at work will be noticed, but maybe you'll have a day or two before a formal investigation will be launched... Other than that, I don't know of anyone who'd miss him right now."
You can craft multiple rafts, as long as you have the time. Remember: a raft can hold 4 people.
Crafting a forgery is a Society check. I believe Petite Chenille is trained in that (but isn't all that good).
Basically, the dirt on Belimarius/Ellvard is redundant. There's two opportunities to get the same info: from Themolin and from Garrla. If you miss one, you have another shot at the next one.
The ship is informed about people coming on board. They can work with a giant, even if uninformed. Just avoiding a potential debate here.
OOC tags work strangely. Most other tags work over new paragraphs, OOC stops at the end of a paragraph. It's stupid.
Petite Chenille
|
So what we know, is that the boat has room for the initial contacted people. That is Flitch, Themolin, Yuleg and his daughter, Daffrid and her husband and two kids, and Garrla (9 people). We also want to smuggle the stone giant out. I suggest taking the stone giant with us on our boat, disguised as either a statue, merchandise in a box, or a porter. The rest we can move towards the ship at Shard Cove.
As we need to move them by crafted raft, and we too need to be on those rafts to transport them, we need rafts to hold 9+5=14 people. Which means we need 4 rafts. As the Petite Chenille is the only one trained, I guess he will spend most of his time making these.
Then there is the issue of Yuleg's daughter having Filth Fever. Although she has been tended to before, we might need to tend to her some more. That takes an entire night for 1 of us (either Tao Lin Chen or Koredrel as Petite Chenille needs to make rafts).
And finally, there are the necessary forgeries. Depending on how long that takes, Petite Chenille could try it next to making rafts. But since Tao Lin Chen has made it clear that Themolin might be a burden, we might be able to convince Themolin to provide the forgeries for us (he is an accountant, after all).
The main problem is... The Petite Chenille might be trained in crafting and society, but he is absolutely rubbish at it... We might want to be on the lookout for anything that can grant a bonus to skill checks... Because if he cannot make the necessary rafts, there will be far more people to transport with our own ship...
| GM Kwinten |
You're now at the end of day 2. The boat leaves at the beginning of day 4. You've slept for 8 hours and walked around for 8 hours. That leaves 8 hours to craft a raft. You can try twice on day 3 as well (no need to walk around anymore), so that's 3 tries total to make a raft.
The forgeries can be made after that, but can't be retried, because it's a secret check. You don't know how well you've done until you try to leave. Flitch and Themolin cannot help make these checks for you. You do have Flitch's forged papers as an example of how not to do it, which gives you a +2 circumstance bonus on the check.
Tao Lin Chen
|
Tao Lin will probably be most useful in making medicine checks, since I am not trained in society or craft, unless my Lore : underworld would be useful for the forgery ? Tao Lin would take Themolin and the giant too.
| GM Kwinten |
The scenario specifically calls out Society to use as a skill, but I agree that Underworld Lore would've been appropriate.
Screw it, if you're assisting, I'll allow Underworld Lore to assist. But remember: if you fail by 10 or more, it's actually a penalty to the the main check. The standard assist DC is 20.
| GM Kwinten |
I'm also going to post the rules for swimming here, so everyone is prepared:
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.
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.
So, if you end up in combat, you need to spend at least one action per turn attempting to swim, otherwise you'll either sink or be tugged away by the current. In the GM forums someone suggested holding one hand to a raft as a replacement for a swim check. As long as you're in the water and you're holding one hand on the raft at all times, you don't need to make a check and you'll move with the raft. That does mean only one-handed attacks are possible, though.
There's also rules for aquatic combat:
• 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
I'm telling you this now, so you're not surprised by the mechanics thrown into your face. Biggest thing to know is that you lose some AC and to-hit if you're in water. Note that if you're on a raft and hit something in the water (or half sticking out of water), that's also a -2 to hit.