Emoubu
|
Emoubu is not smart enough, nor does he have the background, but ships need ballast, and a giant load worth of rocks would make an excellent ballast.
Elfino
|
I'm going to put our tokens in marching order at the door (basically it means switching Emoubu and Elfino). When Ving and Thurk are ready, they can slide in behind us and we'll then head inside and work our way to the laughing.
Elfino
|
Sorry for not posting for a few days. I've been a little busy with the holidays and all, but also, I haven't really seen a need to post.
Elfino is not going into the warehouse to face Barralbus and his cronies without the entire party going in with him.
So basically there are two choices.
1) Emoubu gives up on the eastern door and everyone gathers at the northern door and goes in at the same time, or...
2) Emoubu manages to open the lock on the eastern door (two more DC 20 Thievery successes required without a crit failure), and the party then splits into two groups, with both groups entering the warehouse at the same time.
So until Emoubu finishes picking that lock, or gives up and rejoins the group at the northern door, and Ving and Thurk put themselves next to one or the other door ready to enter in a tight group, there is nothing really for Elfino to do but wait.
Elfino
|
Since we could see the white guard from Hammick's location, he must be pretty exposed at the top of that pile of boxes.
Is the white guard visible and targetable with ranged weapons from anywhere on the ground in the warehouse around the pile of boxes he's standing on?
For example, can he be targeted from any of the squares into which I dropped those arrow thingies?
Elfino
|
It looks like someone accidently moved the entire background one square up. I've put it back.
The description of Tumble Through states that the space being moved through must contain one enemy, so Panarug does not count. And though I admit that Panarug does look a little sus at the best of times, attacking your allies is generally considered bad form. :)
If we use the spirit (and literal content) of Emoubu's post and assume he meant to Tumble Through Barralbus (his only enemy), then nothing would need to change except for Emoubu's final location. Instead of to the right of Panarug, he would now be one square above Barralbus against the back wall of the warehouse. I believe that square is still within one Stride (25 feet) of where Emoubu started his turn (under the red dot).
I will leave it to Emoubu to move his own token on the map if this is acceptable to everyone.
Emoubu
|
Is that better?
Elfino
|
Is that better?
Perfect! In fact, better than perfect, as you and Hammick now have him flat-footed for your attacks. This guy is toast.
Ving Tran
|
Agreed. Re-lock the door to the south and maybe move some crates against it to minimize/stop entry from that direction. The Light cantrip is only torch light at this level so I can take any of the guard shifts as needed, but I would prefer to take one of the first two.
Elfino
|
IIRC the first boat has as much room as we can put into it, it is the second ship, the one we are supposed to leave on, that has limited space.
My reading of this post is that the Rolanna’s Prayer, arriving at Shard Cove at dawn of the fourth day, can only hold 5 clients. The remaining clients will need to be snuck out on the 5th day using the Merry Mayfly, which apparently has unlimited space (or Seddothrum is out of luck).
Elfino
|
Elfino is correct. The boat arriving Thursday morning can fit 5 additional passengers. Your other passengers will have to leave on Friday.
Speaking of the boat arriving on Thursday morning... do we know what the procedure will be to get the clients from the shore onto the Rolanna’s Prayer?
Will the Rolanna’s Prayer be sending a launch to pick them up or is it up to us to get the clients to the ship at anchor? If it's up to us, does Flitch have a rowboat or something similar that we can use or do we have to procure one somewhere?
I'm kind of hoping that this is something we don't need to worry about and that getting the clients to the cove in time is sufficient.
It's still New Year's Eve here in Spain; a little more than 6 hours to go yet. Happy New Year in advance then.
| GM chadius |
Flitch mentioned that Shard Cove is full of jagged rocks, which means the Rolanna’s Prayer won't be able to dock with the beach. You'll need some way to transport your clients to the ship.
Elfino
|
Sorry in advance for the long post, but I've been thinking this over today and wanted to get it all down on paper (so to speak) so that we can discuss our options.
First up... I don't see how we're going to get Yuleg and Vurna to the Rolanna’s Prayer on time. Vurna appears to be too sick to travel and it will take 8 hours of someone's time to perhaps make her well enough to move. It is 12:00; 8 hours will take us to 20:00 which is curfew, giving us no time to get them to the sewers before the ship arrives at daybreak.
So assuming that Garrla and Daffrid make it to the sewers in time to join Theomolin and Flitch tonight, the best we can hope for is to put 4 clients onto the Rolanna’s Prayer in the morning.
The other problem we have (which unfortunately had not occurred to me until today) is that we have to find a way to get those 4 clients from the shore of Shard Cove to the Rolanna’s Prayer. It appears that we do not currently have a boat available, so we need to get our hands on one or more in the next 8 hours.
Looking over everyone's profiles, I see the following trained in Medicine: Panarug +9, Elfino +5, and Thurk +4. Looks to me like a no-brainer: Panarug will be tending to Vurna over the next 8-48 hours in an effort to make her well enough to get on the Merry Mayfly on Friday.
The rest of us have the next 8 hours to find/buy/build one or more boats that can take the 4 clients across the cove to the ship. I suspect that the trip to the ship will be interrupted by a storm, jagged rocks or perhaps a sea monster or two, so if we want them to make it there in one piece then one or more of us will need to go with them; the more of us that go the better the odds of everyone getting there, and all of us getting back.
We are now looking at one or more boats capable of carrying 5-9 people total (Panarug will be tending to Vurna). On top of it all, the only way to Shard Cove that we know about so far is through the sewers (right GM chadius?), so the boat(s) in question will probably need to fit through those sewers. If we can't fit enough people in one such boat, then we'll need two or more smaller boats that we can lash together at the cove for the trip out.
If we can't buy or "borrow" any boat(s) in the city, then we may have to build them. Presumably this will require Crafting, namely: Panarug +8, Elfino +7, Emoubu +4, and Hammick +3. If Panarug is still busy with Vurna, then it will be up to Elfino, who can probably get to +8 by pursuing a lead on the boat(s) in question, with the Aid of the others. I'm guessing that Theomolin's warehouse has plenty of material for us to work with, though apparently no boats that I can see (right GM chadius?).
GM chadius, do I take it by now that our PCs know quite well how big the sewers are and what the maximum size a boat can be to fit through them? If so, how many people could such a boat hold? How much time would it take us to build one or more such boats?
Once we manage to get those 4 clients onto the Rolanna’s Prayer (or die trying) and Panarug manages to cure Vurna enough to travel, then we need to figure out how we're going to smuggle Yuleg and Vurna onto the Merry Mayfly on Friday.
If all we're dealing with is Yuleg and Vurna, then it will probably be a combination of using forged documents, disguises, threatening Ellvard, and/or bribing guards to get them onto the ship. Probably not a big deal.
If we decide to also try and smuggle out Daffrid's husband and two children, then the problem becomes a little tougher. We might get 2 people through the guards cleanly, but no way we're going to get 5 through without a problem.
If in addition to those 5 we also decide to take Seddothrum with us, then our problems increase substantially. We now have to find a cart capable of carrying some 2000 lbs (1500lbs of Seddothrum plus an additional 3-5 hidden individuals). If it takes us the rest of today (Wednesday) to obtain the boat(s), then that gives us only Thursday and perhaps some of Friday to find a cart that big, pick up our passengers, and figure out how to get them past the guards at the docks.
I happened to look at the plan of Theomolin's warehouse just now and see that there are two carts sitting outside, either of which may do the trick. There are apparently no animals to pull them, so either we pull them by hand, or we'll need to hire a team. GM chadius, are either of these carts big enough to handle some 2000 lbs of cargo? If not, can they be converted into boats or rafts that will fit in the sewers and get us all to the Rolanna’s Prayer?
Have I missed something? Does anyone have any ideas on how to overcome these obstacles? Should we bother with Daffrid's family and Seddothrum?
Emoubu
|
Not sure what Emoubu can do to help here, but he's game for suggestions.
| GM chadius |
First up... I don't see how we're going to get Yuleg and Vurna to the Rolanna’s Prayer on time. Vurna appears to be too sick to travel and it will take 8 hours of someone's time to perhaps make her well enough to move. It is 12:00; 8 hours will take us to 20:00 which is curfew, giving us no time to get them to the sewers before the ship arrives at daybreak.
I should note it's 16:00; I forgot to update the campaign header.
Rolanna’s Prayer will arrive in Shard Cove on Thursday morning and will stay there for the rest of the day.
Remember that you can work on this overnight, as well. Assuming you spend the night at the inn you can treat Vurna and then rest, waking up just in time for the curfew to lift.
We are now looking at one or more boats capable of carrying 5-9 people total (Panarug will be tending to Vurna). On top of it all, the only way to Shard Cove that we know about so far is through the sewers (right GM chadius?)
The sewers is the only entrance you know of to Shard Cove. Thus, you would have to carry boats through the sewers and not risk damaging them. You could fit a boat with a capacity of 4-6 people through the tunnels, although you risk damaging them. The tunnels are big enough that Seddothorum could squeeze his way through, for comparison.
GM chadius, are either of these carts big enough to handle some 2000 lbs of cargo? If not, can they be converted into boats or rafts that will fit in the sewers and get us all to the Rolanna’s Prayer?
In addition to the carts at the warehouse, Yuleg also has a wagon and two mules. If you make the crafting check and have 8 hours you can convert them into makeshift rafts.
Ving Tran
|
Ving has no problem spending 3 GP of his own to help.
As per Archives of Nethys:
RowboatVehicle 0
Medium
Source Gamemastery Guide pg. 179
Price 15 gp
Space 10 feet long, 5 feet wide, 3 feet high
Crew 1 pilot; Passengers 2
Piloting Check Athletics (DC 16) or Sailing Lore (DC 14)
AC 10; Fort +6
Hardness 5, HP 16 (BT 8); Immunities critical hits, object immunities, precision damage
Speed swim 20 feet (rowed)
Collision 2d4 (DC 14)
Portaged The rowboat can be carried overland by 2 Medium creatures or 1 Large creature. Those creatures are encumbered when doing so.
Wagon
(copy/pasted)
Elfino
|
There are 2 Hero Points up for grabs! Nominate who should get 'em! I'll make a decision tomorrow.
Since nominating my own PC would be considered bad form :), I'll go with Ving and Emoubu since they're out of hero points.
The DC to Craft Boats is a secret DC. Depending on how good your roll is you may be able to fit 4 or 6 passengers on it. aka a Crit Success will make room for 4.
I presume that you mean that a regular success gets us a raft built for 4 and a crit success bumps that up to 6.
So even if one of us crits (pretty sure Elfino's 19 isn't a crit, perhaps not even a success), we'll need three rafts to carry all 11 of us over in one trip. Otherwise we'll have to make more trips with fewer PCs on each one.
Elfino
|
Elfino definitely gets a hero point.
Yay! Given what's likely coming our way, I suspect that Elfino will be using his hero point quite quickly.
If it took 8 hours to fashion a raft (with paddles, right?), that would only take us to midnight on Wednesday night. That should give us at least 12 more hours until curfew is lifted.
Are there enough materials left or obtainable to try and fashion a second raft in that time?
I'm not sure that 15gp for a Rowboat is worth it. According to the description it only holds 3 people. It would almost certainly be useless to us after we're done with it, and reselling it would only return us some 7.5 gp. It's up to Ving if he wants to spend that kind of money, but Elfino will take his chances with the raft(s).
Ving Tran
|
Ving will pay the 3GP for the potion. If the seller agrees, he will spend the 4 GP otherwise he will politely excuse himself and walk away.
I don't care about the GP. After the session is over I am buying the Boon to re-make Ving into a different Bloodline. I believe I loose most my gold doing so.
Elfino
|
There are multiple barrels of pickled fish you could use to make more rafts. However, you do need to sleep, right? If you don't mind staying up then you could fashion another raft. Maybe another PC could make another raft.
I guess that depends on the repercussions of only getting 4 hours sleep :)
Assuming that this would cause Elfino to wake up fatigued (which isn't at all clear from the Resting rules), then someone else will need to make a raft.
As listed previously, those trained in Crafting are: Panarug +8, Elfino +7, Emoubu +4, and Hammick +3
After 8 hours of work, Panarug and Elfino need their sleep. That leaves Emoubu +4, and Hammick +3 available to take a shot at making more rafts.
I don't care about the GP. After the session is over I am buying the Boon to re-make Ving into a different Bloodline.
That's too bad. My favorite PC is an Imperial Sorcerer and she's a hoot to play. The whole ancestor angle makes for great RP opportunities.
Elfino
|
Did Thurk take the spellbook to copy spells?
If Thurk didn't take the spellbook from Elfino, then Elfino's still got it. He would not have left it behind in the warehouse.
Ving Tran
|
Will purchase the rowboat paying the 10GP myself.
Take them (Boat and Potion) off my sheet or will it be subtracted on the Chronicle?
Thurk von Wolkowitz
|
Yeah I think Thurk wouldn't immediately snatch the spellbook but he would've asked Elfino to borrow it once Barralbus is dealt with.
I guess now we load all the paying passengers we have collected up on the Merry Mayfly, and tomorrow we return to the Arcanium for Daffrid's family and the stone giant and try to smuggle them out together with us by pressuring the crooked dock guard to let us pass? Do we need to request Finch to make papers for them and do we need to try and meet the guard in advance to arrange the passage?
| GM chadius |
You will have to forge some official documents if you want Daffrid to simply walk past the guards. You can ask Filtch to do it, or someone skilled in Society can do it himself. Just make sure you spoiler the roll (or just tell me your Society bonus and I'll roll it in secret.)
Elfino
offered to make the forgeries here, with a total +10 bonus.
Elfino
|
I guess now we load all the paying passengers we have collected up on the Merry Mayfly, and tomorrow we return to the Arcanium for Daffrid's family and the stone giant and try to smuggle them out together with us by pressuring the crooked dock guard to let us pass? Do we need to request Finch to make papers for them and do we need to try and meet the guard in advance to arrange the passage?
Unfortunately, only 5 clients will fit on the Rolanna’s Prayer and we've got 6 clients. I believe the best candidate to leave behind will be Daffrid. She'll have to be smuggled out on the Merry Mayfly tomorrow.
You will have to forge some official documents if you want Daffrid to simply walk past the guards. You can ask Filtch to do it, or someone skilled in Society can do it himself. Just make sure you spoiler the roll (or just tell me your Society bonus and I'll roll it in secret.)
Elfino offered to make the forgeries here, with a total +10 bonus.
Flitch's forgery was junk. I believe that Elfino already created an excellent forgery on the first night in the sewers, which Hammick decided was basically flawless.
So getting Daffrid past the guards shouldn't be too difficult. If there are problems, then we can blackmail Ellvard into overlooking them.
We could leave it at that and claim victory; all six listed clients successfully smuggled out of the city as per the mission instructions.
The problems will probably start if we decide to also smuggle Daffrid's husband and two children, and will be further compounded if we try to take Seddothrum with us as well.
Elfino prefers to follow the letter of the mission instructions he's given and not try to make his life any more difficult than necessary. So he's going to be a vote against trying to smuggle out these extra clients. But if the majority votes to give it a shot, then so be it.
We don't have to decide now. Once the five clients are on the Rolanna’s Prayer we can worry about what we do next.
Emoubu
|
Everyone beat me to the roll, Acrobatics is one of Emoubu's key skills.
Elfino
|
The situation as I see it appears to be the following:
- We have a raft that will hold 4.
- We have a rowboat that will hold 3.
- The Rolanna’s Prayer is 250 feet away in the water.
- The water contains jagged rocks and monsters.
- We should expect no help from the clients.
- We should expect no help from the Rolanna’s Prayer.
As a first step, I suggest that we somehow join the two vessels into essentially one larger vessel. We can use rope to secure the raft to the side (or the back) of the rowboat. The idea is to keep everyone close together for when we run into problems. We should end up with a combined vessel capable of holding 7 people.
Then what? The options essentially boil down to:
a) We take 1 client and 6 pathfinders in 5 trips.
b) We take 2-2-1 clients and 5-5-6 Pathfinders in 3 trips.
c) We take 2-3 clients and 5-4 Pathfinders in 2 trips.
d) We take 5 clients and 2 Pathfinders in 1 trip.
We should expect to run into trouble from jagged rocks, and sea creatures. The jagged rocks will presumably inflict damage to our vessels that will need to be repaired on the fly. The attacking sea creatures will need to be fought off. Maybe other unforseen things will also happen. The more Pathfinders we have available, the faster and easier these problems will be dealt with. If we don't have enough Pathfinders to deal with a problem, then we will probably lose one or both vessels and all aboard. On the other hand, the more trips we make, the more troubles we are likely to run into. So where is the happy medium?
In my view, option (a) seems a little too conservative; the more trips we make the more problems we will run into. Option (d) is too risky because 2 Pathfinders is probably not enough to effectively deal with the problems we may face. That leaves us with options (b) and (c). The nice thing about these two options is that they both start with a trip of 2 clients and 5 Pathfinders, so we don't have to decide how to continue until we've experienced one crossing to the ship.
Taking 2 clients and 5 Pathfinders across means leaving one of us behind. Who should that be? Which of us is the least likely to prove useful on the crossing to the Rolanna’s Prayer? A lesser question is which 2 clients do we take over first?
Summary: I suggest that we tie both boats together into one vessel and take 2 clients and 5 Pathfinders over to the ship to see how things go. We need to decide which 2 clients to bring and which Pathfinder to leave behind.
Elfino
|
The GM has helpfully provided us with a new slide for us to set things up.
In an effort to speed up the process, I have moved the two boats together and loaded them up with a proposed crew for the first crossing.
Raft (on left): Client: Vurna, Pathfinders: Elfino, Hammick, Ving
Rowboat (on right): Client: Yuleg, Pathfinders: Eomobu, Panarug
I left Thurk on shore on the first trip because he has no Crafting to help fix the boats and is the least powerful of the offensive spellcasters.
Since there are no features on the water to give us any idea of the best way to get across to the ship, I suggest that we just go straight North until we run into something nasty or the ship.
How does that look to everyone?