Hampton Candlewood |
Worth asking: do we think Flitch or Yuleg might know someone who we can hire to get us boats or craft some rafts? Hampton and Zandu can go try and chase down that lead if it's possible.
DM Khel |
With their plans laid, the Pathfinders split up and make their way to tell the would-be travelers where and when to meet them to begin the journey to freedom from the repressive Xin-Edasseril. With these messages delivered, the party reconvenes at the Rockfish Inn, to work through final details and prepare themselves for the morning journey through the sewers to meet the Rolanna’s Prayer.
There are a few things you were going to do once back at the inn: attempt to Treat Disease on Vurna (Medicine check), build some rafts (Crafting), and forge some documents (Society, with a +2 because you have Flitch’s documents to base your forgery on). Go ahead and make those checks. As you travel the city before heading back to the inn, you could try other things as well, such as trying to Steal travel documents from locals, or whatever you come up with. Let me know if you'd like to do anything else before retiring for the evening.
Farzin Maaravi |
On the way back to the inn, Farzin bumps into a man and can't help but try to appropriate the man's travel documents.
Thievery: 1d20 + 6 ⇒ (18) + 6 = 24
Figure I can always return them when I'm done. Somehow...
Vercingeterax |
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Unable to be of any assistance, Rax instead decides to regal the party with a song for drinking! Performance: 1d20 + 0 ⇒ (1) + 0 = 1 [i]and it's AWESOME![/ooc]
Zandu Dmitrescu |
Knowing that Vurna is still not doing well, Zandu shows a surprising commitment to nursing her back to health.
Treat Disease (Medicine): 1d20 + 4 ⇒ (3) + 4 = 7
Hampton Candlewood |
Hampton tires his hand at making rafts.
Crafting: 1d20 ⇒ 4 >.>
Unfortunately, rafts are not common in Osirion.
DM Khel |
And I'm probably a bit behind in distributing hero points, so I'm going to say whoever wants to use one (that's one for the group, not each) to reroll something in this phase of checks, go for it. I believe only Hampton and Zandu have used hero points, so I've updated the PC roster sheet to reflect that.
Hampton Candlewood |
I will give that hero point reroll to Zandu so maybe another shot to make Vurna better.
Farzin Maaravi |
As Farzin makes to slip the stolen documents into his pocket, Papayo caws:
"The camps, boss! The camps!"
Which causes Farzin to pause and consider the terrible fate to which he may be dooming this poor, undeserving man.
Farzin sighs.
"Excuse me, sir, I believe you dropped these." Farzi hands the man his documents, and then continues on his way, resigned to finding a more legal route to ensuring the mission is a success.
"At least I know I've still got it," he says, smiling and flexing his nimble fingers.
"HAHAHA," caws Papayo.
DM Khel |
In spite of Zandu's struggles with treating her, Vurna manages to fight her way back towards health on her own.
Vurna Fort save: 1d20 ⇒ 15
No need to reroll that Medicine check! Might want to save it for the Society check to forge documents.
Filbert Larimer |
Filbert wanders over to the table with the poorly-forged documents on it and sits down to study them. After a moment he picks one up, shakes his head, wads it into a ball, drops it on the ground, and proceeds to step on it. A moment later he does the same with the rest, and then he smiles a crooked smile and takes a break from his hard work.
Society (existing document bonus): 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
After a few minutes of resting, the older man reaches down and picks up the documents, flattens them out a bit, and gives a satisfied nod.
Vercingeterax |
Rax looks around, genuinely sad that he isn't better equipped to help. Smashing skulls is important and all, but it's not often he really stops to focus on this aspect of things.
Farzin Maaravi |
Papayo passes nails to Farzin as he takes a turn at hammering some of the wood together into a passable raft.
Craft: 1d20 + 1 ⇒ (6) + 1 = 7
Hero point!
Craft: 1d20 + 1 ⇒ (17) + 1 = 18
”Not too bad, I hope.” He admires his work. “Wood does float on its own, right?”
Hampton Candlewood |
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“Wood does float on its own, right?”
...why are you asking the guy from a desert? Hampton says with a smile. Looks pretty good, though.
Zandu Dmitrescu |
"Yeah, that raft looks good. We need a few more though. Keep at it?"
Hampton Candlewood |
Using Farzin's example, Hampton tries again.
Crafting: 1d20 ⇒ 11
Without much success.
Farzin Maaravi |
Assuming there were previous opportunities to work on the rafts, Farzin tries again another night.
Craft: 1d20 + 1 ⇒ (16) + 1 = 17 Just missed?
DM Khel |
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Farzin hit the DC on the nose.
Farzin's second raft, while not elegant in its form, looks like it will at least float - though he's a little leery of putting a stone giant in it. Still, it's significantly better than Hampton's raft. As the Osiriani finishes his work and gives it a satisfied thump on the keel, the raft's rather clunky bow falls off!
Filbert feels pretty good about the falsified travel documents, though it's tougher to gauge how good they are than it is to judge a raft.
Two out of three rafts done!
Vercingeterax |
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Rax, tired of just standing around, fashions a raft in the vein of one of his favorite brands of grog. He's stared enough at the label to be able to mentally recall the make. "I got this!" Craft: 1d20 + 0 ⇒ (20) + 0 = 20 "HAHAHAHAHA! I'm helping! Call me captain and shiver me timbers! I dub her the SS Vercing-sailor-rax!"
Hampton Candlewood |
"I dub her the SS Vercing-sailor-rax!"
That's a terrible name, Hampton says, shaking his head. Might as well call some citadel Rainbow DreamCastle.
DM Khel |
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Rax's raft is a work of art, clearly inspired by his careful, deeply focused study of the label of Grogram's Firewater, a cheap, diluted rum with an effervescent touch of lime. It's sturdy enough to hold a couple of extra passengers, and the inclusion of two small casks built into the structure under the stern and bow (which Rax envisioned could be used to carry grog, but which he's forgotten to fill before sealing them up) will add buoyancy to the handsome little vessel.
DM Khel |
An early morning walk through the sewers is no one’s favorite way to start the day, but Vurna and Yuleg move with an eagerness fueled by hope as they join the Pathfinders and make their way to the nearest sewer entry in the first moments after curfew is lifted for the day. As planned, the group meets Themolin along the way, and the giant Seddothrum soon after.
The stone giant grumbles and complains as the group moves through the sewers; the ceilings are too short for his head, and walls are uncomfortably close together for his great bulk. Still, he isn’t willing to let a bit of discomfort get in the way of rescue from a life of cruel servitude.
More challenging than placating the giant is moving the rafts, as the party attempts to negotiate tight turns and narrow stretches of tunnel on their way to the outfall at Shard Cove.
Whoever is carrying the rafts (one PC per raft, as I read the scenario) has to make an Acrobatics check to Squeeze or an Athletics check to Shove to get the raft through a particularly narrow passage.
Vercingeterax |
"Oi, we should have spent money on some butter! A 10 pound block would have helped. Now, suck it in on the count of three so I can SHOVE you! HAHAHAHAHA" Athletics: 1d20 + 7 ⇒ (19) + 7 = 26
DM Khel |
Rax is easily able to flip his sturdy raft on its side and slip it through the chokepoint in the tunnels!
That's one of threee, and is even a crit success - which doesn't help at all with the other boats, unfortunately.
DM Khel |
Karsus manages to pop the raft free! It sails through the air a moment before landing and sliding some ways down the tunnel on an unpleasant slick of mysterious, highly viscous, fluid.
Hampton Candlewood |
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Acrobatics: 1d20 + 8 ⇒ (16) + 8 = 24
Pivot! Hampton says. PIVOT!
Farzin Maaravi |
Farzin, who has never thought of himself as particularly acrobatic or athletic, attempts to squeeze a raft trough the narrow passage.
Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15
”Perhaps now is when we need a grease spell?”
DM Khel |
Between them, Hampton and Farzin are able to get the last raft through the tight spot and continue on their way. As the Pathfinders come to the tunnel mouth, they can see the calm waters of Shard Cove. At the mouth of the cove, probably a couple of hundred feet away, floats a ship matching the description of the Rolanna’s Prayer. The ship appears unoccupied, but that is likely because the crew has remained below deck to avoid drawing attention. In any case, there is no one visible on the ship, and thus no one likely to provide any assistance, so the Pathfinders will have to escort the refugees across open water. Fortunately, the water is calm, pure, and appears to be about forty feet deep.
The party divides up amongst the rafts and takes up the crude paddles they’ve fashioned, ready to lead the first group of refugees under their care to freedom.
Time for some improvised raft movement rules, rather than the cumbersome ones in the Gamemastery Guide, which came out after this scenario. The rafts have a speed of 20 feet, and a PC in a raft can use one action per round to move the raft up to its speed.
Farzin: 1d20 + 5 ⇒ (9) + 5 = 14
Filbert: 1d20 + 3 ⇒ (6) + 3 = 9
Hampton: 1d20 + 8 ⇒ (9) + 8 = 17
Karsus: 1d20 + 3 ⇒ (9) + 3 = 12
Rax: 1d20 + 6 ⇒ (6) + 6 = 12
?: 1d20 + 8 ⇒ (6) + 8 = 14
Round 1 Initiative:
Zandu
Hampton
?
Farzin
Karsus
Rax
Filbert
New map is up! As you move your raft, please draw a line on the map to show your route.
Hampton Candlewood |
Hampton begins to paddle, looking anxiously at the water. He is very much out of his depth here.
Paddle, 20' movement.
Zandu Dmitrescu |
Zandu also paddles along, his eyes scanning for any sort of trouble
Paddle, Seek, Seek
DM Khel |
Hampton Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Hampton and Zandu begin paddling their rickety watercraft into Shard Cove. As they move, Zandu’s sharp eyes pick out a strange distortion of light in the water to his left, as if there’s something massive and translucent jutting up from the rocky bottom. It appears to be an immense, jagged piece of clear crystal, some ten feet across and reaching forty feet up from the seafloor. It is not animate, but running into its sharp, crystalline edges would surely damage any vessel.
As he considers this, he is taken by surprise, as a creature resembling a huge lobster surfaces and grabs at him with oversized claws! It cuts into him – and hangs on!
Claw vs Zandu: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Zandu is grabbed.
Round 1 Initiative:
Zandu (grabbed)
Hampton
Reefclaw
Farzin
Karsus
Rax
Filbert
Bold are up!
Zandu Dmitrescu |
"Steer clear of that area," Zandu says, pointing out the big, raft-destroying piece of crystal. "It'll tear AHHH-" he shouts, surprised by the rock lobster monster.
Farzin Maaravi |
”Zandu! Don’t panic!” Farzin shouts, as much to himself as to the captured rogue.
First, he tries to remember anything he can about this type of creature.
Nature: 1d20 + 1 ⇒ (5) + 1 = 6
Then, having no idea what he’s up against, as calmly as possible he speaks in an eldritch tongue and draws a cosmic symbol in the air before crushing it with his hand. Casting Phantom Pain, DC 18 Will Save
Damage: 2d4 ⇒ (2, 4) = 6 Mental Damage
Damage: 1d4 ⇒ 3 Persistent Mental Damage
Filbert Larimer |
"Hrmph," grunts Filbert, clambering forward and squinting at the lobster-creature pensively. "Hrmph!" he adds, reaching down into the water and rubbing a bit of it between his fingers. After a moment he gives a final grunt and flicks the water toward the other raft, shaking his head and turning his attention back to the one he's on.
5' step, cast grease on Zandu.
Karsus the Shamed |
"Get off of him you aquatic cockroach" Karsus growls at the lobster-thing.
Intimidate (-4 if it doesn't understand Common): 1d20 + 6 ⇒ (1) + 6 = 7
Finding his words ineffective, the sorcerer snaps his fingers sending a jolt of electricity through the water into the crustacean.
Electric Arc (Reflex 16): 1d4 + 3 ⇒ (2) + 3 = 5
DM Khel |
Farzin is able to conclude that the creature attacking Zandu looks like a big lobster! It is wracked with illusory pain from Farzin’s spell, but manages to keep a hold on Zandu, even though Filbert has coated him in grease! Its wriggling wildly back and forth while holding on to Zandu with its massive claws causes Karsus' arc of electricity to miss the creature completely!
Will, DC 18: 1d20 ⇒ 9 Failure
Reflex, DC 17 vs Farzin: 1d20 ⇒ 14 Success
Reflex, DC 16 vs Karsus: 1d20 ⇒ 19 Crit success
Round 1/2 Initiative:
Zandu (grabbed)
Hampton
Reefclaw (-6 HP, 3 persistent damage, sickened 1)
Farzin
Karsus
Rax
Filbert
Rax to finish the round! Zandu and Hampton to start round 2
Zandu Dmitrescu |
"I'm not panicking! Not yet at least," Zandu calls back, trying to draw his shortsword from its scabbard.
Flat check, DC 5: 1d20 ⇒ 8
Managing to pull the blade free, he proceeds to stab several times at the lobster-clawed monster.
Strike: 1d20 + 7 ⇒ (11) + 7 = 18
Damage (P): 1d6 + 4 ⇒ (4) + 4 = 8
Strike: 1d20 + 3 ⇒ (2) + 3 = 5
Damage (P): 1d6 + 4 ⇒ (6) + 4 = 10
Hampton Candlewood |
Hampton drops his makeshift paddle and pulls out his bow, taking time to hunt his prey. Then he looses a pair of arrows at the clutching thing.
Hunted Shot (1): 1d20 + 8 ⇒ (17) + 8 = 25
Hunted Shot (2): 1d20 + 8 - 3 ⇒ (9) + 8 - 3 = 14
shot 1 dmg: 1d6 ⇒ 1
shot 2 dmg: 1d6 ⇒ 2
Drop (free), Interact to draw, Hunt Prey ◈, Hunted Shot ◈ with Hunter's Edge.
DM Khel |
Zandu draws his blade and flails about with it, but can’t penetrate the chitinous shell of the lobster! Hampton has slightly better luck, and one of his arrows just manages the penetrate the thing’s thick plates of armor.
Forgot that these things have poison – Zandu, please make a Fort save.
Round 1/2 Initiative:
Zandu (grabbed)
Hampton
Reefclaw (-7 HP, 3 persistent damage, sickened 1)
Farzin
Karsus
Rax
Filbert
Rax is up! Need a Fort save vs poison from Zandu.
DM Khel |
Botting for Rax
Rax paddles furiously to get closer to the fight, laughing with joy as he goes at how well his hand-built craft performs. He can't quite get close enough to attack the throbbing lobster, but he tosses a javelin at the thing! It's a powerful throw, but unfortunately it just misses!
Javelin: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
DM Khel |
As if the journey across Shard Cove weren’t already exciting enough for the refugees, another giant lobster critter surfaces , this one popping up right next to Farzin! The lobsters attack! The one holding Zandu squeezes him with its massive claw!
Yellow Claw vs Farzin: 1d20 + 9 ⇒ (2) + 9 = 11 If this hits, please make a Fort save vs poison. Also, you are grabbed.
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Constrict vs Zandu: 1d6 ⇒ 2 Make a basic DC 17 Fort save against this damage.
Constrict vs Zandu: 1d6 ⇒ 2 Make a basic DC 17 Fort save against this damage.
Constrict vs Zandu: 1d6 ⇒ 4 Make a basic DC 17 Fort save against this damage.
Round 2/3 Initiative:
Zandu (grabbed)
Hampton
Reefclaws (Red: -10 HP, 3 persistent damage, sickened 1)
Farzin
Karsus
Rax
Filbert
Everyone is up! Still need a Fort save vs poison from Zandu from last round.
Karsus the Shamed |
Yellow is just in range.
Karsus repeats his tactic, conjuring another jolt of lightning between the two attackers. Miraculously, the magic narrowly misses Farzin and Zandu.
Electric Arc (Reflex 16): 1d4 + 3 ⇒ (4) + 3 = 7
Eager to bring the fight to the lobsters, he resumes rowing. The improvised craft wheels about bringing his group close to one of them.
DM Khel |
The red-shelled creatures manages to dodge some of Karsus' zap, but the yellow one is not so quick!
Yellow Reflex, DC 16: 1d20 ⇒ 2 Fail
Red Reflex, DC 16: 1d20 ⇒ 16 Success
Round 2/3 Initiative:
Zandu (grabbed)
Hampton
Reefclaws (Red: -13 HP, 3 persistent damage, sickened 1; Yellow: -7 HP)
Farzin
Karsus
Rax
Filbert
Bold are up!
Farzin Maaravi |
”Now I’m panicking!” Farzin says, somehow dodging the creatures’ claws.
”Here’s one I learned from Magaambya!
Also casting Electric Arc on the 2 creatures! DC 18 Reflex: 2d4 ⇒ (1, 4) = 5
Zandu Dmitrescu |
Fort save: 1d20 + 4 ⇒ (15) + 4 = 19 Per Slack. What happens?
Fort save: 1d20 + 4 ⇒ (20) + 4 = 24
Fort save: 1d20 + 4 ⇒ (5) + 4 = 9
Fort save: 1d20 + 4 ⇒ (19) + 4 = 23
Zandu proceeds to stab repeatedly at the lobstrosity.
Strike 1: 1d20 + 7 ⇒ (8) + 7 = 15
Damage (P): 1d6 + 4 ⇒ (4) + 4 = 8
Strike 2: 1d20 + 3 ⇒ (12) + 3 = 15
Damage (P): 1d6 + 4 ⇒ (3) + 4 = 7
Strike 3: 1d20 - 1 ⇒ (2) - 1 = 1
Damage (P): 1d6 + 4 ⇒ (6) + 4 = 10