Achurius |
"Well do our best to make sure the refugees stay safe. Go on then; now is not the time to practice not sinking, Noggin."
GM Valen |
Leaving the "clients" on the beach, the party enters the water to make a swim for the ship in the distance.
Upon entering the deep water, Norbwald spots a hostile crustaceans looking for a meal.
Occultism to Identify
Postions of creatures now on Map.
Red, Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Yellow, Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Achurius, Perception w/Scout: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Drakmak, Perception w/Scout: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Noggin, Perception w/Scout: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Norbwald, Perception w/Scout: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
ESCAPE AT SHARD COVE! - Round One Begins!
PCs in bold may act
Achurius
Norbwald
Crustacean (red)
Crustacean (yellow)
Noggin
Drakmak
Swim rules (water is calm, so automatical critical when you spend the action)
Achurius |
Achurius heads back towards shore, shooing the non-combatants back.
"Back away, unless you know how to fight. Looks like we are going to have a battle on our hands."
How many move actions does it take to get to shore? What kind of action should he take to try them to get back? Diplomacy? Intimidate? Either?
Norbwald |
Norbwald's Chair keeps him afloat and provides lesser cover.
Meanwhile Norbwald tries to exploit Red and takes a sip of his chalice.
Exploit vs Red Level DC: 1d20 + 7 ⇒ (11) + 7 = 18
If that's also at least a success vs RK difficulty, I get RK success. Most interested in how it's most likely going to try and eat us.
Command(Swim/Support), Exploit, Sip (+2 THP)
GM Valen |
How many move actions does it take to get to shore? What kind of action should he take to try them to get back? Diplomacy? Intimidate? Either?
The "clients" are all on shore and at safe distance from the monsters. For game purposes, assume the party has swim far enough from shore to take several rounds to return and to make themselves much more attractive prey for the monsters in the water than the "clients".on land in the distance.
Norbwald's Chair keeps him afloat and provides lesser cover.
Meanwhile Norbwald tries to exploit Red and takes a sip of his chalice.
Norbwald identifies the monsters as reefclaws, shrimp or lobster like creatures that grip their prey on their large claws for consumption.
No weaknesses. Claw attack with GrabOne of the reefclaws yellow swims eagerly towards Norbwald and clacks a claw.
Swim x2
Melee (claw): 1d20 + 9 ⇒ (18) + 9 = 27
Damage slashing plus poison: 1d6 + 1 ⇒ (3) + 1 = 4
ESCAPE AT SHARD COVE! - Round One Cont'd/Round Two Begins!
PCs in bold may act
Achurius
Norbwald -2 HP
Crustacean (red)
Crustacean (yellow) Delay
Noggin
Drakmak
Round Two
Norbwald -2 HP (Fort v poison)
Achurius |
Not interested in a battle at sea, Achurius heads towards shore.
triple move swim.
athletics: 1d20 ⇒ 14
athletics: 1d20 ⇒ 2
athletics: 1d20 ⇒ 16
Noggin NineToes |
"That's the wrong way! Look!!!" Noggin explains to Archurius as he pulls out a spear and swims towards the threat with a grace unexpected of one so heavily armoured "Piercing pooooooke!!!" and thrusts the spear towards the reefclaw's back.
◆ Draw spear
◆ Swim (automatic critical success)
◆ Strike, Spear: 1d20 + 7 ⇒ (7) + 7 = 14 Dmg. P, Deific Weapon: 1d8 + 4 ⇒ (4) + 4 = 8
If the guard's armour fit, Noggin's AC is now 20 without a shield
Reaction: Liberating step on the first person within 15' to get hit, granting 3 resistance and an attempt to escape from grapple as a free action, plus a step if free.
Bot Buddy SH-13LD |
Continuing to bot for Drakmak... And since water fights can be pretty deadly, I'll actually use a spell slot this time
Drakmak, already somewhat out the way, concentrates on a spell while not sinking.
◆◆ Force Barrage: 2d4 + 2 ⇒ (2, 2) + 2 = 6
◆ Stay afloat
GM Valen |
Noggin fails to connect.
Drakmak slams one of the reefclaws with magic.
Archurius swims toward shore.
ESCAPE AT SHARD COVE! - Round Two Cont'd!
PCs in bold may act
Achurius
Norbwald -2 HP (Fort v poison)
Reefclaw (red) -6 HP
Reefclaw (yellow) Delay
Noggin
Drakmak
Norbwald |
fort: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
heropoint: 1d20 + 9 ⇒ (15) + 9 = 24
Norbwald digs deep to avoid the point then he lets his chair provide him lesser cover as it swims him into a flank, where Norbwald takes a pair of swings.
longsword: 1d20 + 7 ⇒ (19) + 7 = 26
piercing: 1d8 + 5 ⇒ (7) + 5 = 12
moresword: 1d20 + 7 - 5 ⇒ (5) + 7 - 5 = 7
more piercing: 1d8 + 5 ⇒ (3) + 5 = 8
Weak 3 to my strikes.
bigrin42 |
Despite the awkwardness of fighting in the water, Norbwald takes advantage of his chair's stability and manages one good hit on the reefclaw pinioned between himself and Noggin. Dark fluid stains the water as the blade cracks through chitin and the reefclaw begins to sink to the bottom of the cove.
The other abberation moved in quickly, seemingly unaware of the fate of its kin.
ESCAPE AT SHARD COVE! - Round Two Cont'd!/Round 3 begins
PCs in bold may act
Round 2
Achurius
Norbwald -2 HP (Fort v poison)
Reefclaw (red) -18 HP (dead)
Reefclaw (yellow)
Noggin
Drakmak
Round 3
Achurius
Norbwald -2 HP (Fort v poison)
Reefclaw (red) -18 HP (dead)
Reefclaw (yellow)
Noggin
Drakmak
Noggin NineToes |
Noggin notices the second crab swimming towards the softer (less crunchily armoured) members of the party "Oh no you don't!" and swims over to intercept.
◆◆ Swim X2
◆ Strike, Spear: 1d20 + 7 ⇒ (8) + 7 = 15 Dmg. P, Deific Weapon: 1d8 + 4 ⇒ (8) + 4 = 12
Reaction: Liberating step on the first person within 15' to get hit, granting 3 resistance and an attempt to escape from grapple as a free action, plus a step if free.
Bot Buddy SH-13LD |
Continuing to bot for Drakmak
Drakmak continues to tread water as he sends magical attacks towards the curmudgeonly crustacean.
◆ Stay afloat
◆◆Electric arc (heightened+1) DMG Vs DC 18 Fort: 2d4 ⇒ (3, 3) = 6
Achurius |
Achurius ladles out a magic missile barrage on the crabby crab.
3d4 + 3 ⇒ (1, 2, 4) + 3 = 10 damage.
Norbwald |
Norbwald's chair swims forward carrying him into flank with yellow where he swings twice.
strike vs yellow flanked: 1d20 + 7 ⇒ (18) + 7 = 25
piercing: 1d8 + 5 ⇒ (4) + 5 = 9
more strike vs yellow flanked: 1d20 + 7 - 5 ⇒ (12) + 7 - 5 = 14
piercing: 1d8 + 5 ⇒ (8) + 5 = 13
Command(2x Swim>CS:20>), Strike, Strike
bigrin42 |
The final reefclaw wasn't even able to try and retaliate as its carapace was shattered and oily black goo poured into the clear water. Archurius briefly disappeared beneath the surface of the cove, only to pop back to gasp in some air a few moments later. A cheer rose up from the beach as your civilian audience celebrated your defeat of the oversized lobsters.
With the immediate threat gone, you continued your swim to the boat. As you swam, something submerged in the water caught your eye. There was...something in the water rising up from the seafloor. Ducking your heads under the water you can see more clearly that it appears to be a shard of crystal, nearly 10-feet across rising to nearly the surface of the water. It looked to have very sharp edges, able to shred anyone or anything that got too close.
Carefully you passed that one and headed towards the ship, noting that there were several more of the crystal pillars along the way. As you got to the ship, you called up and it took several minutes before someone answered. A grizzled captain - likely the Captain Remmith Flitch had talked about - wanted to know who you were and why you were yelling at his ship. He hemmed and hawed about giving a life boat to you, and only agreed after you informed them that no life boat meant no payment.
The life boat was lowered to the water with a splash, and you managed to get aboard without capsizing it. The next task was getting to the beach and back without hitting one of the crystal pillars.
Drakmak, Perception to Search: 1d20 + 4 ⇒ (15) + 4 = 19
Norbwald, Perception to Search: 1d20 + 7 ⇒ (13) + 7 = 20
Noggin NineToes |
Noggin, not known for his awareness, decides to take an oar and row with heroic gusto towards the shore.
Achurius |
Achurius will be on lookout. Sort of a reverse image from noggin as he is not so good at physical tasks.
Norbwald |
Norbwald is an expert and will keep an eye out.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Achurius |
perception: 1d20 + 8 ⇒ (6) + 8 = 14
perception: 1d20 + 8 ⇒ (9) + 8 = 17
perception: 1d20 + 8 ⇒ (8) + 8 = 16
bigrin42 |
Even with the calm water of the cove and knowing the pillars of jagged crystal were around, you still came across the first one with no warning from your lookouts. The lifeboat rocked heavily to one side as a harsh scraping sound filled the air. The boat righted and you could see several spots in the bottom were beginning to seep seawater. The craft could not handle much more of that.
Incentivized to try harder, Archurius spotted the next one in plenty of time to avoid it. Norbwald, peering off to the fore and starboard, spotted another and gave directions around it. No more of the perils were spotted as you made it in to the beach to gather your flock.
Quickly, you bundled the fugitives onto the boat and rowed them back out to the waiting ship. Your now-alert lookouts guided the boat past any further underwater perils and you got the mostly intact dinghy alongside the Rolanna's Prayer. It seemed like hours, but was actually less than fifteen minutes to get the refugees aboard the ship, then another half hour to re-attach the dinghy and swim back to shore.
Wet and exhausted from the hard work, you groaned as you realized you still had a boat to catch yourselves. The Merry Mayfly was waiting at the docks, but wouldn't be for much longer. The tide was ready to turn, and the ship would be away with it.
----------------------------------------------------------------------
The docks were bustling and well-guarded. As you approached, you saw lines of people waiting to proceed through the checkpoint and board nearby ships. Two Emerald Guards are stationed at the checkpoint, and you heard the short one refer to the other as Ellvard.
What is your plan?
Noggin NineToes |
"Oh! That's my friend Ellvard over there! Look!" Noggin says excitedly, although he already knew he'd be on duty "I'm sure he'll let us all through if we asked nicely."
bigrin42 |
Taking a few minutes to prepare your plans, you decide to use the papers you have, plus any forgeries necessary, and disguise Seddothrum as a statue in the wagon. Getting in the line, it was ten minutes or so as you slowly made your way up the line and finally to the checkpoint at the port entry.
One of the guards asked for your papers, but Drakmak, a bit nervous handed over his forgeries instead of your legitimate ones. The guard looked at the papers suspiciously, and began tilting his head as if trying to figure out what was wrong with them. "Where's the goblin's papers?" he asked suspiciously.
Oops, the guards are suspicious. Time to Overcome this Obstacle. You can use Deception to lie, Thievery to swap the forgeries with the real docs, or some other creative solution.
Norbwald |
Norbwald spins a quick tail "Right here, see I was worried about the papers too, but the clerk assured me that this way as proper. We asked for fresh papers but they said we'd have to start all over again and pay all the fees again. I don't want to say mean things, but I suspect they were trying to do just a bad enough job to make us worry, but no so bad a job as to jeopardize their job."
Deception: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Noggin NineToes |
"They messed up my papers!?" Noggin cries out dramatically as he places the back of his palm to his forehead in theatrical displeasure "But I can't stay here the rest of my life... Think of the children!!!" Unsure which children he is talking about, the small furry goblin continues to ham it up "WOE IS ME!!!" causing quite the scene.
Performance: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Achurius |
Achurius is too confused to help, which given his skill levels in this sort of thing is better anyway.
bigrin42 |
That's 2 crit successes! Great job, team!
Norbwald and Noggin managed to distract and sow enough confusion that the guard finally just thrust the papers back into Drakmak's hands and said, "Fine, there's a line and these look all right. But next time, I'll having it out of your hide, and you can go back to the clerk's office and take it out on him. NEXT!"
With a sigh of relief, you start to drag the wagon forward past the checkpoint when a gust of wind caught the tarp lying over the wagon, making it pop and flutter. Dust flew everywhere from the dirty canvas and one corner popped loose just as a mighty sneeze came from within. The guards, already looking towards the next group, started to turn back and see what the commotion was. You had only moments to act!
Deception to create a diversion, Performance to distract, Reflex to grab onto the fluttering tarp and refasten it, or some other creative solution.
Noggin NineToes |
"Achoo choo, yeah!" Noggin starts singing at the top of his lungs, doing his best to mimic the sneeze as part of the song "AAAAAA-CHOO CHOO, Yeah, we're going of a boat... Choo choooooo!!!" Pumping his hands up and down as he goes, with the occasional thump of his breast plate and stomping dance moves.
Performance: 1d20 + 6 ⇒ (7) + 6 = 13
Achurius |
"Again, Noggin? That sneezing draft I gave you must have worn off. Let me see if I have more."
Achurius rattles off a bunch of medical jargon about treatments and such guaranteed to make your eyes cross.
medicine: 1d20 + 8 ⇒ (19) + 8 = 27
Norbwald |
Deception: 1d20 + 7 ⇒ (16) + 7 = 23
Norbwald loudly nearly tips over their chair, recoveing, but trying to cover up any other issues.
bigrin42 |
The act worked. The guards just growled "Keep moving!" at you and turned back to the nest group in line, which was peering around them at you as if at a comedy troupe. Several had large grins on their faces. You had best get to your ship quickly before they gave you away.
You wheeled your cart down the third pier to where the Merry Mayfly waited. Several crew helped you unload your "statue" and carry it aboard, and you were away with the tide. After several days of near constant stress and effort, it was a pleasure to lean against the rail and watch Xin-Edasseril disappear over the horizon.
The trip to Magnimar was short and uneventful. Once there, you met up with Sheila Heidmarch and Valais Durant to debrief. Both were very happy with your performance, and they even set up a reunion for you with the refugees you helped rescue from the tyrant's grasp. The refugees were very grateful, effusive with their thanks, and eager to share stories of your antics and heroics with the Pathfinder leaders. Those freed exclaimed how much they owed the Society for their freedom, and pledged eternal support and good will.
All in all, it was one of those missions you could feel really good about. That wasn't always the case, so take pride, adventurers, and prepare for the next mission. It is likely just around the bend...
~ The End ~