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Goldur casts a spell on the ground beneath Tsomo's feet, creating a layer of slime underneath him!
Casting grease, DC 13 Reflex save or fall prone.

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The Reverend rarely pulls out his piece, but chipping up a tank of piranhas doesn't seem like the best idea, even to his tired mind.
Light Crossbow: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
Piercing Damage: 1d8 ⇒ 1

GM Bret |

Is the Red Reverend's water breathing spell still running? IIRC we had two hours each, starting when we were searching Tsomo's.
That was at about the 11 hour mark, so it would have expired.
You do still have the three potions of waterbreathing that Lileone gave your group.Xuan hits the fleeing saboteur in the face with some jellyfish.
Tsomo manages to keep his balance in spite of Goldur’s spell. Not sure how that would have worked anyways since they are swimming.
Reflex: 1d20 + 5 ⇒ (13) + 5 = 18
The Red Reverend puts a small crack in the tank.

GM Bret |

Neither Galandir nor Salvio are successful in slowing the villian down. He widens the gap between you.
Variant Chase Scene
The chase takes the PCs through crowded, watery areas, which might provide some additional difficulties. A character who cannot breathe underwater takes a –2 penalty on checks during the chase. Furthermore, casting spells while weaving through the crowds is difficult, requiring a successful concentration check (DC = 10 + spell level).
Each round your group as a whole moves forward one spot. Then you can attempt various ways to slow Tsomo down. The number of successes will determine how much they are slowed. You can also choose to Aid Another rather than attempt a check.
Creative solutions are welcome.
You enter Gondolier’s Canal.
Tsomo attempts to dart between two halves of a movable bridge that has been raised to allow gondolas to pass through. You can force him to change his path with a DC 18 Swim check to physically block his exit, a DC 16 Knowledge (engineering) check to close the bridge and seal off his escape route, or a DC 18 Acrobatics check using a trio of passing tojanidas as platforms to move ahead and cut him off.
Any of these actions cause Tsomo to swim in a different direction, slowing his escape to the docks.

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Galandir considers leaping off the tojanidas, but realizes that swimming to block the Sahuagin is a better option.
Swim is marginally better than Acrobatics
Swim DC 18, -2 for not breathing water: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24

GM Bret |

By the time that Salvio has a good idea of how to operate the bridge, Tsomo is already past it.
Xuan finds he is just a little too slow to block the fleeing villian here.
Galandir does manage to force Tsomo to double back, having swam to block off one avenue of escape.
I assume that Xuan took one of the potions of waterbreathing. Who took the other two? The people who don’t have it are at -2 on these checks.
So far it hasn’t made a difference to the outcome, but you should decide.

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No sense giving the Reverend one since he is likely to fail anyway.
Swim, No Water Breathing, Crit Fishing: 1d20 + 0 - 2 ⇒ (7) + 0 - 2 = 5

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Goldur quickly consults the spirit of the bridge itself to provide him the best way of closing it and sealing off Tsomo's escape.
Knowledge (engineering) - Lore Master: 20 + 4 = 24
I think Red and Goldur would be good candidates for the other potion (I disagree with Red's logic here, I think the two of us having terrible bonuses actually means we're the ones who would benefit the most). As to which one, if Red really doesn't want it Goldur will take it.

GM Bret |

Goldur takes one of the waterbreathing potions. That is two of the three available, Xuan having already taken one.
Although Red Reverend isn’t able to slow down the fleeing villian, Goldur is able to operate a different bridge and cause him to backtrack.
Two successes
You manage to keep pace with Tsomo.
Variant Chase Scene
Waterbreathing: Xuan, Goldur
The chase takes the PCs through crowded, watery areas, which might provide some additional difficulties. A character who cannot breathe underwater takes a –2 penalty on checks during the chase. Furthermore, casting spells while weaving through the crowds is difficult, requiring a successful concentration check (DC = 10 + spell level).
Each round your group as a whole moves forward one spot. Then you can attempt various ways to slow Tsomo down. The number of successes will determine how much they are slowed. You can also choose to Aid Another rather than attempt a check.
Creative solutions are welcome.
You continue through the market, both you and Tsomo finding the path impeded by an Obtrusive Customer.
Ahead you see an awakened giant squid, who is covered in bright parcels and leisurely perusing the market stalls. You can ask the squid to grab Tsomo with a DC 19 Diplomacy check, force the squid to squirt ink at Tsomo with a DC 18 Knowledge (nature) check, or make an attack roll against AC 20 to poke the squid in the eye and make it drop its packages on top of Tsomo.
One has to wonder what the author was thinking combining Diplomacy with a poke in the eye…

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Same odds with attack or squid, so going for the more humorous option.
The Reverend calls out, in his best squid-ese, that it would be fun to wrap its tentacles around that guy specifically.
Diplomacy: 1d20 + 7 - 1 - 2 ⇒ (19) + 7 - 1 - 2 = 23

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Knowing at a glance where the giant squid's ink sacs are, Goldur applies just the right amount of pressure to force some of it out without hurting the squid-- hoping it had not already used its ink for a different purpose recently.
Knowledge (nature) - Lore Master (can always take 10): 10 + 9 = 19

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Galandir will take the last potion if nobody else wants it.
The half-elf, like Xuan, tries to poke the squid in the eye while the rest of the party attempt subtler means of manipulation.
Attack: 1d20 + 6 ⇒ (3) + 6 = 9

GM Bret |

Salvio doesn’t come up with a way to get the squid to reflexively squirt ink.
Xuan just pokes the squid in the eye, causing it to drop packages.
The Red Reverend calls out to the squid to “Put the squeeze on that guy!” and they do.
Goldur shows Salvio how to get the squid to squirt ink in Tsomo’s face.
Galandir tries the same trick of poking the squid in the eye, but by now it is on guard against that.
Three successes.
You manage to catch up a little bit with Tsomo.
Variant Chase Scene
Waterbreathing: Xuan, Goldur, Galandir
The chase takes the PCs through crowded, watery areas, which might provide some additional difficulties. A character who cannot breathe underwater takes a –2 penalty on checks during the chase. Furthermore, casting spells while weaving through the crowds is difficult, requiring a successful concentration check (DC = 10 + spell level).
Each round your group as a whole moves forward one spot. Then you can attempt various ways to slow Tsomo down. The number of successes will determine how much they are slowed. You can also choose to Aid Another rather than attempt a check.
Creative solutions are welcome.
You approach a masterful performance.
The chase crosses paths with a group of marketplace performers, who are putting on a show with trained dolphins and penguins. Characters who succeed at a DC 20 Handle Animal or wild empathy check can command the dolphins to grab at the villian, those who succeed at a DC 16 Ride check can grab hold of a dolphin and speed forward to block Tsomo's path, and those who succeed at a combat maneuver against CMD 22 can collar Tsomo with one of the hoops from the performance.
Characters can attempt a DC 13 Dexterity check to save the penguins from being trampled, but this action does not slow Tsomo's movement.

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With no spells or items that would be of any help, Goldur tries to help Galandir wrangle one of the dolphins. "Take this, my friend!"
Aid Another (Ride): 1d20 - 1 ⇒ (13) - 1 = 12

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The wizard shakes his head at the sight. I feel a little out of my depth here...wait, was that a joke? He just tries to chivvy the penguins out of the way.
DC 13 DEX check: 1d20 + 2 - 2 ⇒ (11) + 2 - 2 = 11
Once again, he doesn't help.

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The Reverend throws a hoop.
Combat Maneuver: 1d20 + 6 - 1 - 2 ⇒ (6) + 6 - 1 - 2 = 9
Around a penguin.

GM Bret |

Tsomo widens the gap. Only Xuan managed to slow him down at all.
One success
Variant Chase Scene
Waterbreathing: Xuan, Goldur, Galandir
The chase takes the PCs through crowded, watery areas, which might provide some additional difficulties. A character who cannot breathe underwater takes a –2 penalty on checks during the chase. Furthermore, casting spells while weaving through the crowds is difficult, requiring a successful concentration check (DC = 10 + spell level).
Each round your group as a whole moves forward one spot. Then you can attempt various ways to slow Tsomo down. The number of successes will determine how much they are slowed. You can also choose to Aid Another rather than attempt a check.
Creative solutions are welcome.
You make it to an Engineering Bay.
Tsomo dodges into a large, water-filled chamber that contains submersibles available for rental. You can attempt a DC 18 Knowledge (engineering) check to harry Tsomo with an apparatus of the crab, succeed at a DC 20 Disable Device check or a DC 13 Strength check to sink the submersibles to block Tsomo's exit, or cast any electricity spell of 1st level or higher on the machinery to force Tsomo out of the water.
The submersibles are too large to quickly leave the bay, so Tsomo cannot use them to flee you.

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Sabotage is among Galandir's skills. He moves quickly to sink one of the submersibles, muttering a quick "Sorry" to the proprietor.
Disable Device: 1d20 + 12 ⇒ (17) + 12 = 29

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DC 18 Knowledge (Engineering) check: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
I've seen these before! Salvio quickly activates a set of remotes and uses them to harass the fleeing elf.

GM Bret |

The efforts of Galandir, Xuan and Salvio are successful, preventing Tsomo from making any progress.
The group closes the gap.
You come into an area with several food stalls.
The group tails Tsomo into the savory sights and smells of the bazaar's dining area. A character can identify painfully hot seasonings with a DC 18 Appraise check and dump the spices into the water to aggravate Tsomo's vision, succeed at a DC 14 Dexterity check to snatch food and fling it into the water to provoke a feeding frenzy, or attempt a DC 16 Bluff check to convince an angry merchant that Tsomo shoplifted something as he fled, causing the merchant to join the pursuit.
If you can get three successes here, you will catch him.

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DC 18 Appraise check: 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18
Salvio finds the local equivalent of ghost peppers and gets them into the water just barely ahead of the fleeing bomber!

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Dexterity: 1d20 + 1 - 1 - 2 ⇒ (13) + 1 - 1 - 2 = 11
The piranhas are not likely to care about the cake the Reverend just tossed into the water.

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Galandir will snatch food and fling it into the water.
Dexterity DC 14: 1d20 + 3 ⇒ (19) + 3 = 22
He mourns the loss of such a well-plated sea bass but it serves a useful purpose.

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Bluff: 1d20 + 6 ⇒ (17) + 6 = 23
"Stop that one! I just saw him take something from your stall!"

GM Bret |

Galandir: 1d20 + 3 ⇒ (9) + 3 = 12
Goldur Twinthunders, fatigued: 1d20 + 1 - 1 ⇒ (3) + 1 - 1 = 3
The Red Reverend, fatigued: 1d20 + 1 - 1 ⇒ (17) + 1 - 1 = 17
Salvio Perovsky: 1d20 + 4 ⇒ (19) + 4 = 23
Xuan Wu: 1d20 + 8 ⇒ (5) + 8 = 13
Purple Tsomo: 1d20 + 4 ⇒ (8) + 4 = 12
Red shark: 1d20 + 6 ⇒ (16) + 6 = 22
Green shark: 1d20 + 6 ⇒ (4) + 6 = 10
Yellow shark: 1d20 + 6 ⇒ (3) + 6 = 9
The dock area is filled with air.
The water here is 20 feet deep and calm. The gate at the bottom of the dock is partially raised, with a 5-foot gap that allows the sharks to pass freely underneath it. The portal underneath the water in the middle of the dock can be opened to allow ships to rise into the center. Passengers can then disembark onto the wooden platforms. The rollers on the upper end of the dock facilitate taking ships ashore when necessary.
Round 1:
Bolded may act.
Knowledge Nature for sharks but they look normal so unless you are in water they shouldn’t be able to bite you.
Goldur and Red Reverend are fatigued.
Salvio
Red Shark
Red Reverend
Xuan
Tsomo (Purple)
Galandir
Green Shark
Yellow Shark
Goldur

GM Bret |

Tsomo gets splattered by a glitter bomb. He manages to blink at the right time to avoid getting the glitter in his eyes.
Will: 1d20 + 6 ⇒ (17) + 6 = 23
Red Shark swims over to the edge of the dock, snapping his jaws.
Swim, Ready an attack
Round 1:
Bolded may act.
Knowledge Nature for sharks but they look normal so unless you are in water they shouldn’t be able to bite you.
Goldur and Red Reverend are fatigued.
Salvio
Red Shark, readied attack
Red Reverend
Xuan
Tsomo (Sparkly Purple)
Galandir
Green Shark
Yellow Shark
Goldur

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Convenient squishy-looking minion. Step and strike.
+1 Scythe: 1d20 + 8 + 2 - 1 ⇒ (9) + 8 + 2 - 1 = 18
Slashing Damage: 2d4 + 5 ⇒ (3, 1) + 5 = 9

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Yep, wrong slide. Double move.

GM Bret |

Red Reverend also moves to get closer to Tsomo.
Tsomo tosses a grenade and then moves out on to the dock. As he moves he draws a ranseur.
Grenade vs AC 5: 1d20 + 9 ⇒ (8) + 9 = 17
White diamond is the grenade, it has not exploded yet.
Round 1:
Bolded may act.
Knowledge Nature for sharks but they look normal so unless you are in water they shouldn’t be able to bite you.
Goldur and Red Reverend are fatigued.
Salvio
Red Shark, readied attack
Red Reverend
Xuan
Tsomo (Sparkly Purple)
Galandir
Green Shark
Yellow Shark
Goldur

GM Bret |

Galandir moves up next to Xuan.
The two sharks move to different areas near the docks. They look like they are ready to bite anything that comes in range.
Round 1:
Bolded may act.
Knowledge Nature for sharks but they look normal so unless you are in water they shouldn’t be able to bite you.
Goldur and Red Reverend are fatigued.
White diamond is unexploded grenade
Red Shark, readied attack
Red Reverend
Xuan
Tsomo (Sparkly Purple)
Galandir
Green Shark, readied attack
Yellow Shark, readied attack
Goldur
Round 2:
Salvio

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Conditions: fatigued
Goldur pulls out one of his hammers and moves closer. "Tsomo, we have you! Surrender while you still can!"
Inspire Courage! +2 to attacks, damage, and Will saves vs fear. (Rounds used: 8)