| Game Master Tea |
“Our intelligence has confirmed sea devils and sharks,” Remendi says. “But the exact details of other threats are difficult to confirm given the variety of sea life in the region and unpredictable cunning of our enemy.”
If you have Soldier or Warfare Lore (or Bardic Lore etc. of course!) you can make a roll to interpret to battle map
| Game Master Tea |
“The Flawless Diamond is en route to a supply depot protected by a small enclave of merfolk. A seer among them reports worrying signs. We promised to protect them, but don’t forget to protect the supplies as well!”
You can make a
Taking a potion of water breathing, you set off. The hippocampi speed through tall rows of kelp and reed fish farms as they race toward the settlement. Rirzik points up to a shadow on the surface, the shadow of Flawless Diamond making its way toward the rendezvous point. The guide turns his head to call out, only to freeze in place as a haunting roar sweeps across the ocean floor.
“Dragon turtle!” Rirzik screams as an enormous dragon glides over the seafloor at breakneck speed, a group of hapless sea devils clinging desperately to its rocky shell. The wounded beast charges toward the supply ship in a feral frenzy, smashing its sea devil riders against the splintering hull. Shattering the timbers of the speeding vessel, the dragon’s impact sends shock waves across the fields of kelp. The ship splits in two, cargo spills forth as the wreckage spirals out of control. Merfolk beneath the disaster can only look up in panicked awe as the debris plummets toward their home.
You can attempt two of the following each, either Independently or aiding one another, before the dragon turtle finishes devouring the sea devils!
Survivor Rescue:Most of the crew of the Flawless Diamond are safely treading water or clinging onto floating debris; however, one sailor is visibly unconscious and trapped within rigging. Athletics check to Swim or Thievery check to untangle or disable the rigging. Alternatively, a Medicine check can revive the sailor, enabling him to escape to safety on his own.
Crate Salvage:The weapons, medical supplies, and the like carried by the Flawless Diamond are crucial to the monastery’s defense, but they are now dangerously close to drifting away on the currents. Athletics check or Merchant or Sailor Lore check to safely retrieve the crates.
Spectator Escort: Two merfolk in the path of falling wreckage are too awestruck to move. Diplomacy or Intimidation check to shake the merfolk from stupor; +2 circumstance bonus to this check if they speak Aquan.
Toanthel
|
Placing people over things, Toanthel will attempt to rescue survivors, by swimming out to them.
Athletics: 1d20 + 11 ⇒ (12) + 11 = 23
He will then try to get some of the other merfolk to move.
Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26
Sun Fire Boom Boom
|
Sun Fire Boom Boom shouts at the merfolk to get out of the way!
intimidate: 1d20 + 14 ⇒ (15) + 14 = 29
Once that's taken care of Sun Fire Boom Boom works to untangle the rigging.
thievery: 1d20 + 15 ⇒ (9) + 15 = 24
Pre Fix
|
The goblin is trying to escort people.
Diplomacy:1d20 + 11 ⇒ (9) + 11 = 20
The goblin is trying to escort people again.
Diplomacy:1d20 + 11 ⇒ (1) + 11 = 12
Kerlok Sholmes
|
The investigator goes to rescue the survivors.
Thievery:1d20 + 7 ⇒ (2) + 7 = 9
And once again.
Thievery:1d20 + 7 ⇒ (18) + 7 = 25
Aldonza Delamorte
|
As Boom Boom shouts at the stupefied merfolk, Aldonza waves her marotte in the direction of safety.
Aid to Diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13
Then she lends a hand with the untangling. ”The rabbit comes out of the hole, up the tree, and into the crow’s nest…”
Aid to Thievery: 1d20 + 9 ⇒ (6) + 9 = 15
| Game Master Tea |
Through the combined efforts of the group, all three tasks are successful, with everyone making a difference!
As you finish, you notice the Dragon Turtle has devoured the sea devils that were clinging to it! It circles and heads towards you!
You all have one round of preparation time before combat starts due to your success in the tasks. The slides have been updated. Various sunken buildings dot the battlefield; each is 15 feet from the seafloor unless otherwise noted. Each section of the sunken ship is 20 feet high. It will enter from the corner near where it is positioned. We will be using underwater combat rules!
Kerlok Sholmes
|
The investigator moves and draws his bow. This creature seems very powerful. So better to take care.
Kerlok Sholmes
|
The rules:
Use these rules for battles in water or underwater:
1. You’re flat-footed unless you have a swim Speed.
2. You gain resistance 5 to acid and fire.
3. You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
4. 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.
5. You can’t cast fire spells or use actions with the fire trait underwater.
6. At the GM’s discretion, some ground-based actions might not work underwater or while floating.
Athletics DC 10 to move?
Sun Fire Boom Boom
|
Sun Fire Boom Boom gets excited and casts haste on Toanthel.
Quickened condition and can use the extra action each round only for Strike and Stride actions.
Before swimming down towards the nearby building to get some cover.
| Game Master Tea |
The rules:
Use these rules for battles in water or underwater:
1. You’re flat-footed unless you have a swim Speed.
2. You gain resistance 5 to acid and fire.
3. You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
4. 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.
5. You can’t cast fire spells or use actions with the fire trait underwater.
6. At the GM’s discretion, some ground-based actions might not work underwater or while floating.Athletics DC 10 to move?
Yep. The rules are on one of the slides.
Sun Fire Boom Boom
|
With the water being calm, I think athletics checks aren't necessary, maybe?
Assuming no swim speed any of us with movement 20-35 should be 15ft per swim action, right? (5 base, +5/20ft + 5 from fins)
Toanthel
|
How many fins do we have?
“And the Society came through with the supplies!” Meleeka interrupts, hauling several large bags across her shoulders as she rejoins the group on the beach. “There are enough potions and fins for each of you. I wish I could join you, but as my fire burns brighter on dry land, I think I’ll be better off seeing to the defense up here.”
Melipdra rests a hand on her agent’s shoulder in reassurance. “There is more to a battlefield than the front lines. Support our allies on the shore however you can, and remember to not lose sight of the bigger picture. Helping our allies means helping to preserve a still largely undocumented tradition. We must not let the Unbreaking Waves become another casualty of this senseless violence.”
You have about 40 minutes of recovery time whilst the ship is fully unloaded. Melipdra gives you two Lesser Elixirs of Life. Meleeka hands you four potions of water breathing each. She also unpacks and gives the group one pair of Swim Fins. You can also ask Rirzik questions about the monastery.
The boxed text seems to say one each. The GM text says one total.
Toanthel keeps his shield raised having nothing much else to do.
| Game Master Tea |
How many fins do we have?
Quote:“And the Society came through with the supplies!” Meleeka interrupts, hauling several large bags across her shoulders as she rejoins the group on the beach. “There are enough potions and fins for each of you. I wish I could join you, but as my fire burns brighter on dry land, I think I’ll be better off seeing to the defense up here.”
Melipdra rests a hand on her agent’s shoulder in reassurance. “There is more to a battlefield than the front lines. Support our allies on the shore however you can, and remember to not lose sight of the bigger picture. Helping our allies means helping to preserve a still largely undocumented tradition. We must not let the Unbreaking Waves become another casualty of this senseless violence.”
You have about 40 minutes of recovery time whilst the ship is fully unloaded. Melipdra gives you two Lesser Elixirs of Life. Meleeka hands you four potions of water breathing each. She also unpacks and gives the group one pair of Swim Fins. You can also ask Rirzik questions about the monastery.
The boxed text seems to say one each. The GM text says one total.
Toanthel keeps his shield raised having nothing much else to do.
I shall assume one pair each - I think it would be a weird writing decision to only have one pair for the group. I expect they were just differentiating from the four potions each
| Game Master Tea |
Kerlok Sholmes, Search: 1d20 + 9 ⇒ (3) + 9 = 12
Pre Fix, Avoid Notice: 1d20 + 6 ⇒ (4) + 6 = 10
Aldonza Delamorte , Scout: 1d20 + 8 ⇒ (16) + 8 = 24
Toanthel, Defend: 1d20 + 11 ⇒ (20) + 11 = 31
James T Crusher 2, Search: 1d20 + 9 ⇒ (4) + 9 = 13Dragon Turtle: 1d20 + 15 ⇒ (3) + 15 = 18
Aldonza Delamorte
|
”An exclusive engagement!”, Aldonza declares with a grin.
”And now, Aldonza Delamorte…”
She makes an elaborate bow. ”…and entourage…”
She sweeps her marotte across, indicating the rest of the party. ”…in a little passion play that we like to call…”
She grips the top of her marotte, and draws the sword concealed inside. ”Full Fathom Five!”
Keeping pace with Toanthel, she starts to close the distance.
Perform, Interact, Stride (15’, right?)
Performance: 1d20 + 10 ⇒ (5) + 10 = 15
| Game Master Tea |
You are aware that it possesses draconic abilities and is immune to fire!
Sun Fire Boom Boom
|
Toanthel, no help this round but once you get close don't forget about the bonus action to strike from haste (Stride not so good down here)
Sun Fire Boom Boom shouts
"Oh no here comes a big turtle
Lets make our combat strategy an encircle
We'll puncture it's shell
And then for it's death knell
We'll use our blades render it infertile"
lingering performance: 1d20 + 16 ⇒ (14) + 16 = 30
Success, 3 rounds.
Sun Fire Boom Boom then pulls out a shortbow and fires it!
I count 140 feet, with a halved range of 30 that puts it in the 5th range incement for -8
shortbow: 1d20 + 13 + 1 - 8 ⇒ (19) + 13 + 1 - 8 = 25
piercing: 2d6 + 1 ⇒ (3, 2) + 1 = 6
+1 Courage Lingers!!!
| Game Master Tea |
The party swims closer, and Sun Fire Boom Boom just misses with a shot from his bow.
The Dragon Turtle
◆◆◆ Swims closer...
Initiative:
Toanthel 31
Aldonza Delamorte 24
Sun Fire Boom-Boom 20
Dragon Turtle 18
James T Crusher 2 13
Kerlok Sholmes 12
Pre Fix 10
Bold are up! Dragon Turtle is 20' from sea floor.
Pre Fix
|
The he cast Spiritual weapon.
Spiritual weapon:1d20 + 9 ⇒ (5) + 9 = 14
Damage:1d8 + 4 ⇒ (7) + 4 = 11
Then the goblin takes cover.
Kerlok Sholmes
|
The duskwalker moves forward on the sea ground and takes cover on the ship.
| Game Master Tea |
Sadly, none of the groups efforts seem to cause any damage to the huge dragon.
Initiative:
Toanthel 31
Aldonza Delamorte 24
Sun Fire Boom-Boom 20
Dragon Turtle 18
James T Crusher 2 13
Kerlok Sholmes 12
Pre Fix 10
Bold are up! Dragon Turtle is 20' from sea floor.
Toanthel
|
Toanthel swims ahead. Attuning to ancient spirits he becomes enraged and strikes at the large turtle before preparing to intercept the counterattack with his shield.
◆ Stride
◆ Spirit Rage
Q◆ Strike Pick: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19Damage: 2d6 + 4 + 3 + 1 ⇒ (4, 5) + 4 + 3 + 1 = 17
◆ Raise shield (AC 25)
↺ Shield Block (hardness 8)
Sun Fire Boom Boom
|
Sun Fire Boom Boom fires off a trio of magic missiles from his cover.
pewpewpew: 3d4 + 3 + 1 ⇒ (2, 1, 3) + 3 + 1 = 10
+1 Courage Lingers
| Game Master Tea |
The Dragon Turtle ◆◆ Breathes out a huge blast of steam, encompassing Toanthel and James.
Dragon's Breath, fire damage, reflex save DC24: 8d6 ⇒ (3, 3, 3, 6, 2, 4, 5, 3) = 29
and it spins to ◆ bite Aldonza straight afterwards Bite: 1d20 + 18 ⇒ (10) + 18 = 282d12 + 6 ⇒ (10, 7) + 6 = 23
Initiative:
Toanthel 31
Aldonza Delamorte 24
Sun Fire Boom-Boom 20
Dragon Turtle 18
James T Crusher 2 13
Kerlok Sholmes 12
Pre Fix 10
Bold are up! Dragon Turtle is 20' from sea floor.
Pre Fix
|
The goblin sustained the spiritual weapon.
Spiritual weapon:1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Damage:1d8 + 4 ⇒ (4) + 4 = 8
Then he cast shield.
Kerlok Sholmes
|
The investigator moves to see the creature and summons lightnings upon the turtle.
Electric arc: 2d4 + 4 ⇒ (3, 2) + 4 = 9
Reflex DC 18
James T Crusher 2
|
Nevermind that then, Johnny after being hit by a breath moves right 5 ft and fires two shot hit: 1d20 + 8 ⇒ (15) + 8 = 23 dmg: 1d6 ⇒ 5 hit: 1d20 + 3 ⇒ (11) + 3 = 14 dmg: 1d6 ⇒ 2
also I just realized I rolled a reflex save against fire damage. Isn't that suppose to be halved before the save? Or does the dragon have a special ability?
| Game Master Tea |
Kerlock manages to shock the huge creature, but James and the spirit weapon both miss their target.
Initiative:
Toanthel 31
Aldonza Delamorte 24 (-23)
Sun Fire Boom-Boom 20
Dragon Turtle 18 (-5)
James T Crusher 2 13 (-24)
Kerlok Sholmes 12
Pre Fix 10 One action remaining!
Bold are up! Dragon Turtle is 20' from sea floor.
Toanthel
|
Keeping his shield in front of him, Toanthel swims into the flank and strikes at the creature.
◆ Raise shield (AC 25)
◆ Swim
◆ Strike pick: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29piercing: 2d6 + 4 + 3 + 1 ⇒ (4, 2) + 4 + 3 + 1 = 14
Q◆ Strike pick: 1d20 + 14 + 1 - 5 ⇒ (9) + 14 + 1 - 5 = 19piercing: 2d6 + 4 + 3 + 1 ⇒ (2, 6) + 4 + 3 + 1 = 16
Sun Fire Boom Boom
|
Don't forget about my 10 magic missile damage
Sun Fire Boom Boom swims a bit closer and tries to daze the turtle.
mental damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Basic Will DC 22 | If the target critically fails the save, it is also stunned 1.
+1 COURAGE LINGERS!