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![]() GM Tiger wrote: btw, BBEG for this one had AC 24, 65 hp, Fast Heal 7 and resistance to all physical except magical silver. no particular weakness to vitality though it didn't matter with all the ghost charge bombs flying in! With a different scenario, I found out just how quickly vampires can be taken out by a Kineticist with Solar Detonation. Tess was still able to do her part in destroying them, but between the two of them the vampires didn’t really have a chance. ![]()
![]() After you wake in the morning, you find that Lileone has swallowed her pride and apologized to Zahra. Zahra is pleased that her name has been cleared. Yuka has finished the promised filter and brings it out to the coral reef. Honoke, Lileone and Zahra are all there to help with the clean up. With the effort of the group the coral reef is saved. While working on the cleanup, Salvio realizes something. If the charges had gone off, the resulting implosion of water likely would have pulled the toxic algae from the reef into the city. It is determined that Tsomo wasn’t an aquatic elf like he looked. He was a malenti in disguise. The city finds someone who eventually decodes the markings on the sharks. They were words such as each shark is marked with a different command, such as “Wait,” “Ready,” “Meet Here,” “Inform Zemdar,” and others. Given the involvement of sahuagin, the authorities believe that Zemdar would be Baron Zemdar — a sahuagin war leader who has been causing problems in the area. As such, the local militia takes a particular interest in the case. Zahra is pleased with your efforts, including the capture of Tsomo. The undine informs them she has made financial arrangements with Razethka and invites the PCs to join the next expedition to the shell settlement. ![]()
![]() Lileone says “I’m not sure we will ever know the full story, but with something like this it seems they were trying to destroy part of the city, make it uninhabitable.” Looking towards the bound Tsomo being led off, she says “Hopefully the locals will learn more during the interrogation and investigation.” Yes, you did recruit enough people to work on the reef. I will cover that in the closing. ![]()
![]() Goldur pins Tsomo, which seems enough to have broken his spirit as he does not struggle when you tie him up. Combat over With the saboteur caught and the explosives deactivated, things calm down. Lileone Expresses her gratitude for you catching Tsomo alive. You turn Tsomo over to the local law enforcement and can now find someplace to sleep. I will post more later. If anyone wants to do their downtime checks, feel free to. I will likely close out the adventure with my next post. If there is something in particular that you would like to follow up on, go ahead and post what you are doing to follow up and I will do my best to include it in the closing post. ![]()
![]() Galandir brings a rope over and hands it to Goldur. The Red Reverend threatens Tsomo with a spell. Goldur grapples Tsomo, having a rope ready if someone manages to pin him. If Tsomo were able to move you don’t think his grapple would have succeeded.
Tsomo finally manages to break free of the spell that was paralyzing him. You can tell because he starts speaking in aquaan again and doesn’t sound happy. Those who understand aquaaan are likely learning new and colorful phrases in the language that you are pretty sure are not appropriate in polite society.
It is a full round action. I will let the Red Reverend tell me if he considers breaking free from a spell holding someone paralyzed is something he considers a hostile action. Based on the description, it has to be a purely mental effort. Round 7: Bolded may act. Goldur and Red Reverend are fatigued. Tsomo (Frenzied Sparkly Purple) 22 damage disarmed of ranseur grappled by Goldur
Round 8: Salvio
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![]() With some difficulty the small water elemental manages to get Tsomo on the dock. Xuan has no difficulty getting the weapon away from Tsomo’s grip. He notices they still have a few more of the grenades. As I understand it, you go from Grapple to Pin to being able to tie them up. Round 6: Bolded may act. Goldur and Red Reverend are fatigued. Tsomo (Frenzied Sparkly Purple) 22 damage disarmed of ranseur hold person DC 14
Round 7: Salvio
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![]() Galandir sheathes his weapon and shield. A wave appears in the pool and pushes at paralyzed Tsomo. Although Tsomo is bigger, while paralyzed the elemental is able to push him ten feet.
I am guessing you would like him moved towards the section of dock near the rest of the party. Full round action, Tsomo Will save: 1d20 + 6 ⇒ (5) + 6 = 11 Tsomo remains paralyzed. Anyone have rope or something to restrain him with? Round 6: Bolded may act. Goldur and Red Reverend are fatigued. Tsomo (Frenzied Sparkly Purple) 22 damage hold person DC 14
Round 7: Salvio
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![]() Goldur runs out on to the dock and asks Tsomo if they will cooperate. Then the remembers that Tsomo is paralyzed by The Red Reverend’s magic and can’t even turn his head to glare at him. Still seems to be in a killing frenzy, just a lot less movement at the moment. Round 5: Bolded may act. Goldur and Red Reverend are fatigued. Tsomo (Frenzied Sparkly Purple) 22 damage hold person DC 14
Round 6: Salvio
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![]() Xuan moves around the dock and then slips into the water where he will be able to reach Tsomo. DC 10 Athletics to swim.
Round 5: Bolded may act. Goldur and Red Reverend are fatigued. Tsomo (Frenzied Sparkly Purple) 22 damage hold person DC 14
Round 6: Salvio
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![]() Bella Sidare wrote: It looks like 4-09 and 4-14 are related? Let's do those. 4-09 is only slightly related to 01-18 Lodge of the Living God levels 1–4 I don’t see any relation between it and 4-14. 4-14 Shattering Golden Chains Levels 3–6 Is likely related to:
—— 2-23 An Agent's Obligation Levels 3-6 I’ve evidently played it, but I have no memory of the plot. ![]()
![]() Galandir misses with both of his attacks even though the now frenzied Tsomo isn’t protecting themselves as well as they were. Xuan moves towards the action while Salvio starts casting a summoning spell. Tsomo takes an attack of opportunity on Xuan as he moves through his threatened space and manages to hit.
He then withdraws in order to get some space between himself and those on the dock. Round 5: Bolded may act. Goldur and Red Reverend are fatigued. Tsomo (Frenzied Sparkly Purple) 22 damage
Round 6: Salvio
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![]() Some possibilities:
Repeatables:
Note that I don’t particularly like 1-23, I don’t consider it a good repeatable. I was just listing off all three 3-6 repeatables. I don’t think we have anyone good underwater, so Crashing Wave may not be the best fit for this group either. ![]()
![]() Athletics: 1d20 ⇒ 17
The Red Reverend’s head goes underwater, but then he surges up again and pulls himself on to the dock. Tsomo flies into a frenzy and attacks Goldur. The attack hits.
The fire from the grenade finally goes out. Round 4: Bolded may act. Goldur and Red Reverend are fatigued. Tsomo (Frenzied Sparkly Purple) 7 damage
Round 5: Salvio
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![]() Xuan hits and kills the Red Shark as it flops around trying to get back into the water. He then turns and kills the Green Shark with two blows. Round 4: Bolded may act. Knowledge Nature for sharks. Goldur and Red Reverend are fatigued. Exploded 10’ area, end your turn in the area and take fire damage. Red Reverend 28 damage
Round 5: Salvio ![]()
![]() Goldur continues to inspire everyone, although he does need some more weapons practice. Salvio moves to a better position. Red Shark flops around until it flops off the decks. Provokes It then bites in the general direction of Red Reverend.
Round 4: Bolded may act. Knowledge Nature for sharks. Goldur and Red Reverend are fatigued. Exploded 10’ area, end your turn in the area and take fire damage. Red Shark 6 damage
Round 5: Salvio ![]()
![]() Galandir’s second strike hits Tsomo. Round 3: Bolded may act. Knowledge Nature for sharks. Goldur and Red Reverend are fatigued. Exploded 10’ area, end your turn in the area and take fire damage. Red Shark 6 damage
Round 4: Salvio ![]()
![]() Tsomo swims to a flank with Red Shark and attacks The Red Reverend. His strike hits hard.
Tsomo makes some burbling sounds and Green shark moves into position to attack Xuan. The shark misses.
Spoiler:
1d4 ⇒ 3 The area of the grenade continues burning. The water recedes, leaving two of the sharks flopping on the deck. Tsomo uses some colorful aquaan phrases as the water recedes. Round 3: Bolded may act. Knowledge Nature for sharks. Goldur and Red Reverend are fatigued. Exploded 10’ area, end your turn in the area and take fire damage. Red Shark 6 damage
Round 4: Salvio ![]()
![]() Xuan has fallen back into his style of feinting with the first strike and clobbering with the followup. Green nips at Red Reverend as he moves away, but doesn’t connect.
@Red Reverend, did you mean to end your turn in deep water? It is about 25’ deep where you ended your movement right now. Other than the sudden flood of incoming water, the water is calm so DC10 swim check. Round 3: Bolded may act. Docks are flooded with 4 feet of water, treat as deep bog or aquatic. Knowledge Nature for sharks. Goldur and Red Reverend are fatigued. Exploded 10’ area, end your turn in the area and take fire damage. Red Shark 6 damage
Round 4: Salvio Since Red Reverend’s position would affect my next actions, I will wait a short time before advancing combat in case the player wants to adjust position. ![]()
![]() Salvio attempts to shoot the shark in the water by ducking down into it. It doesn’t work this time. Sensing blood in the water, Red Shark swims over to Xuan and attacks them.
Round 3: Bolded may act. Docks are flooded with 4 feet of water, treat as deep bog or aquatic. Knowledge Nature for sharks. Goldur and Red Reverend are fatigued. Exploded 10’ area, end your turn in the area and take fire damage. Red Shark
Round 4: Salvio ![]()
![]() Galandir moves through the deep water and gets ready to attack anything that approaches him. Round 2: Bolded may act. Docks are flooded with 4 feet of water, treat as deep bog or aquatic. Knowledge Nature for sharks. Goldur and Red Reverend are fatigued. Exploded 10’ area, end your turn in the area and take fire damage. Red Shark, readied attack
Round 3: Salvio ![]()
![]() Goldur knows that these are Jigsaw Sharks. Medium animal (aquatic) They are fast swimmers, able to cross the whole area without issue. Swim 60’ They have nothing unusual that would allow them to operate on the docks once the water recedes and will not frenzy when there is blood in the water like some sharks do. I suspect that covers your most likely questions. Everyone can tell they don’t have feet so once the water recedes they also expect they will get off the docks. Goldur then moves through the deep water to a better position. Round 2: Bolded may act. Docks are flooded with 4 feet of water, treat as deep bog or aquatic. Knowledge Nature for sharks. Goldur and Red Reverend are fatigued. Exploded 10’ area, end your turn in the area and take fire damage. Red Shark, readied attack
Round 3: Salvio ![]()
![]() Xuan tries to strike Tsomo as he swims away but isn’t able to. Galandir waits to see what will happen. The portal at the bottom of the chamber opens and water surges up over the docks. The docks are temporarily covered by about 4 foot of water, and the sharks surge up with the water. You expect it will not take long for the water to return to the normal level. You can treat it as a deep bog or aquatic terrain. As the water surges up, the Green Sharks floats up to where it can bite Red Reverend, but misses. Shark is swimming, so it will treat it as Aquatic terrain.
Round 2: Bolded may act. Knowledge Nature for sharks. Docks are flooded with 4 feet of water, treat as deep bog or aquatic. Goldur and Red Reverend are fatigued. Exploded 10’ area, end your turn in the area and take fire damage. Red Shark, readied attack
Round 3: Salvio ![]()
![]() Forgot that 1e doesn’t allow reach to attack adjacent characters. In that case he would have gotten an Attack of opportunity and would still have an action left. Rewind,
He then takes a step to get out of the flanking position and into the water and then swims backwards. Xuan gets an attack of opportunity against a creature in the water. Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. ![]()
![]() The Red Reverend and Xuan move to flank Tsomo. The grenade Tsomo had thrown explodes in fire and shrapnel. There is fire in the area where it exploded.
DC 15 Reflex for half damage Tsomo carefully moves out of the flanking position and attacks Xuan with his ranseur.
Round 2: Bolded may act. Knowledge Nature for sharks. Goldur and Red Reverend are fatigued. Exploded 10’ area, end your turn in the area and take fire damage. Red Shark, readied attack
Round 3: Salvio ![]()
![]() Goldur starts inspiring people. Salvio feels very inspired and manages to one-shot the Yellow Shark. Needed both the crit and inspire courage to kill it. Red Shark swims over to where there is blood in the water. Round 2: 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
Round 3: Salvio ![]()
![]() Spoiler:
1d3 ⇒ 1 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
Round 2: Salvio ![]()
![]() 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.
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
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![]() Tsomo gets splattered by a glitter bomb. He manages to blink at the right time to avoid getting the glitter in his eyes.
Red Shark swims over to the edge of the dock, snapping his jaws.
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
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![]() Initiative:
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
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
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![]() 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. ![]()
![]() Tsomo widens the gap. Only Xuan managed to slow him down at all.
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. ![]()
![]() 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. ![]()
![]() 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… ![]()
![]() 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.
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![]() 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. ![]()
![]() Salvio Perovsky wrote: 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.
The Red Reverend puts a small crack in the tank. ![]()
![]() I saw and was editing it. Unfortunately the web site threw away my first attempted edit. 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 leave the Glass Pit to chase Tsomo through the Livestock Mart. Your group spots Tsomo diving into the bazaar's animal tanks, commanding nearby sharks to help cover his escape. You can use a successful DC 16 Handle Animal or wild empathy check to command an ill-tempered leopard seal to bite the fleeing Tsomo's leg, perform a combat maneuver against CMD 18 to grab a cluster of jellyfish and fling them into Tsomo's eyes, or make a ranged attack against AC 16 that deals at least 10 points of damage to shatter a glass tank of piranhas and spill the hazardous fish into Tsomo's path (multiple attackers can contribute to the necessary hit points). You can make an attack roll against AC 14 to protect bystanders from the sharks, but this action does not slow Tsomo's movement. Goldur and Red Reverend are Fatigued.
Fatigued: Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. ![]()
![]() Goldur and Galandir each manage to handle one of the sites. Salvio manages to deactivate the last two sites. You meet back near the Glass Pit. As you are discussing where to find a bed for the night, Lileone points out Tsomo. Realizing he has been spotted, Tsomo jumps into one of Vialesk's waterways to swim towards the docks. ![]()
deusvult wrote:
How about a Kitsune burning 3 feats on magical tails to qualify at level 6 instead of level 9 ??? I thought the only reason those feats were in the game was to get the early access... maybe someone can find another benefit though ![]()
Andrew Christian wrote:
Andrew, Thanks for your response. That settles the issue for me. As long as there is a set rule, and it was applied then it was done by the book and there is no point of taking this to court :) I will have to take the hit and move on. Cheers
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So, Inari is Kitsune Life Oracle 4/Sorc 1 who just today made it to lvl 6.... I told my buddy at the table I will take my 1st MT lvl now and he pointed me to this thread. Inari's 1st, 3rd and 5th Feat were the magical tails feats to get him to cast 2nd lvl arcane spells, now how am I supposed to proceed ??? I am fine with Oracle 4/ Sorc 1, this is not too bad I can cast arcane spells from wands and scrolls, not much of a hit but I am playing with 3 less feats. Can some figure of authority please explain to me why I have to retrain all my feats now and pay my PP & GP for that ? This is a huge hit for Inari, I would love to see a way to grant a grace period or at least granting a free rebuild... Thanks for your comments and responses in advance :) Cheers
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