Episode 1

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DMJ

Nov 6, 2017 6:34 pm
OOC:
What should we do this week, fellas?
Any other input on the decision?

From what I'm hearing, Kray proposes either...
1) going heavy: full confrontation to eliminate Zaituc and crew right now, or
2) bypassing the interaction: exfil in the other direction and deny delivery of Sorcha Rhone, either avoiding response/interchange with Zaituc, or at least delaying it until a later time.

Send word on what happens next.
Nov 8, 2017 6:20 am
Kray says:
Kray lowered his voice for only Ivor and Thorn to hear. "I do as I fucking please and have my way with the poor girl. Not a damn soul to hear her screams. In fact, from Rutcranna's insight, Nemes won't reveal his true nature until he's delivered the girl to his demon masters. In fucking Voldruv."
Kray continues speaking for a moment longer in a hushed tone.

Thorn shakes his head.

"Kray, whatever you decide, I'm with you. But before you decide, hear me. We have a contract. We've had other contracts, and there have been times where the easiest thing to do would have been to renege. But we didn't. We were committed. I want you to be certain that reneging this one isn't merely the simplest solution. Nemes might be a demon. He might not be. He did warn us that the woman would try to get into our heads, and by the looks of it, she succeeded, for good or for ill...

"I have a proposal. Take it or leave it. We go the hard way. We deliver the girl, as we promised we would, and as she indicates is her desire. We collect what is due us. And then we follow that fucker. And the second we wags his cock in her direction... we cut the fucking thing off."
Nov 8, 2017 3:05 pm
"You're assuming we're around when he wags his cock. We are not giving him Sorcha on his turf. It's too risky." Kray always appreciated Thorn's input, but the plan would put the girl in great peril, which was something he would not allow. Perhaps Rutcranna had charmed them, but for the moment Kray felt he owed the woman, and Sorcha herself, better than a gamble.

He looked the group over. It had been a rough slog through the Borgh and that damned black underwater pit. And it was showing in bloodied gear and flesh. He'd lost two on Old Island, and would be damned if he forced the issue with Zaituc at this juncture in time. His eagerness to sort the whole thing out without delay had clouded his judgement, leading to poor strategy.

Rison's lessons echoed in his mind. Find the advantage. Barring that, make it manifest of your own devising.

Kray's revelatory insight raised an eyebrow at Thorn. "Perhaps I was prepared to move in haste. We need to regroup" He addressed the lot of them now. "We're going south. The way Bryn came in, Ashandra way. We'll deal with Zaituc on our own terms. Outside of this damn swamp. Making him fucking come to us."

He gave Thorn a flash of a grin, then spoke with an indifferent tone. "And we're not breaking contract. Yet. We're just not going to collect our bonus for an expedient delivery of the 'package'."
Last edited November 8, 2017 3:07 pm

DMJ

Nov 8, 2017 6:50 pm
OOC:
Alright, fellas.

I can sense and recognize the exhaustion (both players and characters!).
I get it - this Episode has been a smoke session.
Stick with me just a little longer. This one is on the real down ramp, I just want to let it close out with one last call for team input and dice.

Simple solution and last requests for posts below, a delivery method for the final fadeout scene....
Flight from the Borgh Riac: South Route through Black Asandra to Maudder Trails.

REQUIRED ACTION:

1) Each PC roll 1d6 twice. This will determine DCs applied.

2) Each PC send 2 skill checks.
Any 2 skills that you think could help you get the fuck out of the swamp on the run from fish men and a giant space slug!
I have already proposed Nature and Survival as examples, but other skills can work too. Mention a quick reason why if you think there is doubt. (don't pick anything that is just too out in left field, like Persuasion or Performance or something that is just not applicable).
OOC:
I'll take what you send and develop a close-out scene from that.
Whatever the results and input, hopefully it will build out as a signature to this escape plan and a fitting ending to Episode 1!

DMJ

Nov 8, 2017 6:54 pm
DMJ says:
...

2) Each PC send 2 skill checks.
Any 2 skills that you think could reasonably used to help in a running, swimming, rowing escape through the swamp. I have already stated that Nature and Survival both will work. Other skills could too. Mention a quick reason why if you think there is doubt. (don't pick anything that is just too out in left field, like Persuasion or Performance or something that is just not applicable).[/color]
...
First 2 people on the board gets ADVANTAGE on their first (1 of 2) skill check!
Nov 9, 2017 2:11 am
OOC:
sorry that I've been out of commission recently. This month has been busy.

Bryn definitely doesn't want to give up the girl, so he's in for a fight and will trust Krays intuition.

Bryn would also quickly like to ask Hinka and the other Tcho-Tcho if they know anything about the coin he found in the temple.

And... I'll start some of the rolls and do a survival check.
OOC:
Ill also throw out a perception check for keeping eyes / ears open for danger.
Last edited November 9, 2017 2:15 am

Rolls

2 d6 Rolls - (1D6, 1d6)

1D6 : (2) = 2

1d6 : (1) = 1

Survival with Advantage - (1D20+4, 1d20+4)

1D20+4 : (11) + 4 = 15

1d20+4 : (4) + 4 = 8

Perception Skill Check - (1d20+7)

(5) + 7 = 12

Nov 9, 2017 3:05 am
Going to roll bones for Stealth and Perception.

Rolls

d6 - (1d6)

(1) = 1

d6 - (1d6)

(3) = 3

Perception - (1d20+8)

(19) + 8 = 27

Perception Advantage - (1d20+8)

(14) + 8 = 22

Stealth - (1d20+8)

(13) + 8 = 21

Nov 9, 2017 12:55 pm
OOC:
Rolling Nature and Athletics. Athletics for carrying the weak, especially Eleven Sorcha if she needs help.

Rolls

2 d6 rolls - (1d6, 1d6)

1d6 : (5) = 5

1d6 : (1) = 1

Nature check - (1d20+3)

(4) + 3 = 7

Athletics check - (1d20+8)

(12) + 8 = 20

DMJ

Nov 9, 2017 1:01 pm
Skills Challenge: Flight from the Borgh Riac - South Route
Successful Movement and Evasion: 7 successful Skills Checks before 3 failures. Avoid encounter.
Unsuccessful Movement and Evasion: 3 failed Skills Checks. Face a detrimental encounter.


Summary Score Current:
Successes: 5
Failures: 1



Performance Tracker Details (Ongoing):

Check 1: Success. Bryn on DC 12 Survival.

Check 2: Success. Kray on DC 11 Perception.

Check 3: Failure. Thorn on DC 13 Nature.

Check 4: TBD (from Ivor or Maeriks. Perception no longer available.)

Check 5: TBD (from Ivor or Maeriks. Perception no longer available.)

Check 6: Success. Bryn on DC 11 Perception.

Check 7: Success. Kray on DC 12 Stealth.

Check 8: Success. Thorn on DC 11 Athletics.

DMJ

Nov 9, 2017 2:03 pm
OOC:
The party is pressing towards the finish line.

Looking at it right now, the whole thing will finish out in either 2 or 3 more rolls.
These last rolls have to come from Ivor and Maeriks, at least 1 from each (and neither choosing Perception as the Skill used).

2 successes means escape!

2 failures means...something bad.

A 1 - 1 split would set it up with both successes and losses only 1 slot away from each of their finish markers. That would shift 1 final check to delivering either the loss or the win!

Here's the link back to the required action.

Nov 10, 2017 11:32 am
Oxbox says:
OOC:
Bryn would also quickly like to ask Hinka and the other Tcho-Tcho if they know anything about the coin he found in the temple.

When shown the coin, Hinka studies it closely, but not for long before he starts talking extensively, apparently sending a volley of questions and explanations to Bryn. Of course Bryn cannot understand, so he tries to use the signals that he knows. Unfortunately Bryn's mastery of the signals is not extensive, and the set of hand signals of the Tcho-Tcho use for silent patrol communications are not truly a full sign language anyway. So quickly the communications are beyond what Bryn is capable of taking in.

Imbo and Mesix, upon hearing Hinka talking about the coin, approach and study it themselves. They too look up at Bryn and start making the low-voice quiet comments that are their signature. Soon Bryn finds himself in an all-to-familiar scene with the Tcho-Tcho talking back and forth among one another, creating the low monotone quiet conversation with Bryn and the coin as surely the subject of the talk, but he is on the outside of the interchange.

A couple of the signs that Bryn does catch from Hinka are:
Treasure
Strong Loot
Caution
Deep Water
Nov 10, 2017 2:20 pm
OOC:
Some rolls. No RP from me for now, sorry.

Rolls

2d6 - (2d6)

(52) = 7

Survival - (1d20+4)

(4) + 4 = 8

Athletics - (1d20+8)

(7) + 8 = 15

DMJ

Nov 10, 2017 3:16 pm
Skills Challenge: Flight from the Borgh Riac - South Route
Successful Movement and Evasion: 7 successful Skills Checks before 3 failures. Avoid encounter.
Unsuccessful Movement and Evasion: 3 failed Skills Checks. Face a detrimental encounter.


Summary Score Current:
Successes: 5
Failures: 2



Performance Tracker Details (Ongoing):

Check 1: Success. Bryn on DC 12 Survival.

Check 2: Success. Kray on DC 11 Perception.

Check 3: Failure. Thorn on DC 13 Nature.

Check 4: Failure. Ivor on DC 13 Survival.

Check 5: Success. Bryn on DC 11 Perception.

Check 6: Success. Kray on DC 12 Stealth.

Check 7: Success. Thorn on DC 11 Athletics.

Check 8: TBD (from Maeriks. Animal Handling.)
---------------------------------------------------

Note: Check below not yet in tally, applicable only if Check 8 by Maeriks is a success.

Check 9: Success. Ivor on DC 12 Athletics.

DMJ

Nov 10, 2017 3:35 pm
OOC:
Haha. Here we are again: watching for a roll by CB.
To see if Maeriks will be delivering either the thrill of victory or the agony of defeat. Both seem to be his specialty.
Required Action for Maeriks only:

1) Roll 1d6 to determine DC

2) One (1) Skill Check, not Survival or Perception.



Result will determine outcome.

Success from Maeriks will set up for Ivor's Check 9, which will deliver the 7 successes needed for group escape. YISSS!!!

Failure from Maeriks will reach 3 collective failures, ushering in the detrimental encounter. Not good.
Nov 11, 2017 2:16 am
OOC:
Before the shit possibly hits the fan, could some hit dice be rolled for our little breather after our escape?

DMJ

Nov 11, 2017 8:25 am
OOC:
Sure. Quick short halt could be used as a Short Rest.

If you have any HD left and want to use them, have at it.

DMJ

Nov 11, 2017 9:37 am
On 3 boats, the party launches away, paddling south. They separate from Hinka, Imbo, and Misix on the north bank of An Tulecheo. The Tcho-Tchos had led the long stretch through the confusing waterways that wove through The Goatswood. It was a good thing too. The small canals had been very confusing and difficult to find way for passage. Many of the streams emptied into shallow pools that eventually became marshy dead ends that would ground the boats and leave the group forced to back track to find another route.

But under Hinka's guidance, they had made the way and now were set to make the crossing of the great lake An Tulecheo. Hinka said that this could be the most dangerous part of the movement. The Ulathi were swimming back and forth underneath the surface, searching in small groups. There was only one chance to get across without incident. Fighting the Deep Ones on the lake would certainly be a disaster.

Bryn had listened to Hinka's proposed route and felt like he could recognize the landmarks. As he rows out directing the group in the front boat, Bryn focuses all attention on hitting the right waypoints to stay on course.

Bryn guides everyone first to Tern Rocks, a small cropping of muck covered stone islands that barely break the surface of the black water in the northwest sector of the lake. It is a long row, probably close to a mile. Bryn advises everyone to be prepared for anything. They stop briefly and inspect the rocks. Bryn sees signs that the Ulathi recently passed by and stopped here. By Hinka's advice, that would mean the Ulathi would head east next. Perfect. Bryn knew that that meant that the party should head straight west, to Giul Inlet on the west bank.

Everyone sets oars again and makes the next stretch. Bryn directs the boats in the small waterway that angles south, soon they are traveling swiftly under the cover of the small canal of Giul Branch. The route carries them a long ways, still no sign of Glaaki or the Deep Ones. When the canal opens back up to An Tulecheo again, Bryn knows that they have nearly made it the entire length of the large swamp lake. One more paddle across the Mingle Cove and they will break through to Black Asandra.

Bryn Survival Success

DMJ

Nov 11, 2017 10:08 am
Kray had listened carefully as Hinka had explained the telltale signs. Kray is shocked then when he first notices the eel grouping swirling near the surface out in the open stretch of the cove. It was difficult to see from this distance, so Kray silently sends a signal for a halt. Bryn and Ivor, leads on the other two boats, follow suit and quietly move to the right bank of the canal before pushing out into the open stretch of the lake.

Kray looks carefully at the spot on the surface and brings attention to the others. Now it is unmistakable. The surface of the water begins to shake and quiver out on the lake. The eels glide back and forth making quick movement near the surface. Now across at another spot to the east, a shimmer of disturbance on the surface turns to a wide expanse of full chop and splash as a school of fish, just under the surface flutter in a frenzy to move northward as a group.

It is clear to Kray now, the natural creatures of the lake are making way for the passage of something utterly unnatural. Beneath the surface of the lake, perhaps 250 meters in front of them, - it must be...none other than Glaaki!

A great dread begins to fall upon the entire party. As they look at one another, the warning they had heard becomes very real. From Hinka's explanation, Kray had done his best to translate the message to the others: "Glaaki is an ancient power beyond this world, a Thing that Should Not Be. When you are close to it, you will have a feeling of dread and impending doom. It will feel like your mind is going to crack."

On the bank, everyone freezes and stays completely still. Watching the water. The dread is oppressive. Now they can remember: they have felt it before, in the Throne Room! It was said that Glaaki was nearby then, it is clear that he is nearby now. All that everyone can do is avoid discovery. If the monster finds them here, exposed on the bank with no cover and nowhere to run. They are certainly finished.

After seconds that seem like hours, the feeling of despair begins to subside. After minutes, everyone gets their breathing and heart rate back to normal.

Cautiously, with much trepidation, they set oars out again. With a sprint of a row, they cross the long stretch across Mingle Cove, making it to the south bank.

Unable to control themselves, everyone is constantly looking over their shoulder, looking for any sign of the horror, the abomination that they had only narrowly bypassed undetected.

For the hardened veterans who are used to scoffing at fear, a deep frustration sets in. This fear is unbeatable. It is heavy and weighs on the group. The battle-tested warriors feel it, despite efforts to dismiss it. It is like strong ropes looping around them, pulling them down. Their minds are adrift, their thoughts are misdirected. It is something unnatural.

Only with great effort is everyone able to gather themselves and turn away. They have to press on.

But they know Glaaki is still lurking. Searching. It is faster than them. Hiding and moving. Where is It?

Everyone digs in and rows in silence.

Kray Perception success.

DMJ

Nov 11, 2017 10:30 am
After a couple hours of rowing along Black Asandra, Bryn spots the landmark where they were directed by Hinka to move aground and begin a southward march on foot.

The landing site is a peninsula covered in strange tall black-barked evergreen trees. Quite an oddity. Kray had learned that the site is called Mol Teeth by the Tcho-Tcho. Even Bryn has never seen it, but the site matches the description exactly.

Everyone stashes the boats and leaves them behind, moving out on the high ground of the peninsula towards the main land mass to the south. Soon they are walking through thick flooded forests, with ground that is a mix of packed ground, black mud, and complete impassable marsh. The trees in the area are a mix between the strange tall black trunk evergreens and a more gnarled hardwood with bulging above-surface roots.

Trying to find a route through dry ground becomes more and more difficult. At times the group is bogged down with no choice but to slog through flooded ground and thick nasty mud. It slows movement.

Thorn believes that he sees a pattern, noticing that the areas with the black-barked thin trees often have the firmer ground beneath them. With that in mind, he directs the group towards a thick patch of the evergreens. For a time, it seems that he is right. The ground is packed and generally solid. But soon the route becomes worse and worse.

After an hour of driving deeper and deeper into the black woods, the party has no choice but to dredge through a terrible stretch of flooded ground. At times the water is waste high, high enough where Sorcha Rhone has to be carried.

It is unknown whether another route on dry ground was even available or not, but the route taken is a tough one. The group begins to fall behind. Fatigue is setting in now. Everyone is exhausted from the difficult march through the gauntlet of tough terrain.

Thorn Nature fail.

DMJ

Nov 11, 2017 10:42 am
As the flooded forest gets thicker, the high canopy of the overhead branches increasingly hides the sun. It is the heat of the afternoon, but because of the thick foliage, the environment is surprisingly dark.

Soon it becomes clear that the no one knows for sure whether or not they are still moving on course south.

Ivor calls the concern. Bryn agrees. Everyone soon looks to them to attempt a recovery of direction.

Ivor looks for a way to get to a clearing. He decides to follow some animal prints. He can see that deer and some sort of bovine has passed through the area. After a time, the idea works for getting the group to higher ground. They emerge from the flood zone, and there is some encouragement from being on solid ground and being able to pick up the pace.

Eventually the tracks lead a large thicket of impassable underbrush. The group has to try to move around the obstacle terrain. The thick vegetation still makes navigation difficult.

After an hour or so of movement through heavy scrappy brush, the group emerges into an open area marsh. Off to the right, Bryn can see a series of canals moving through high flooded grass. He knows now that they have been off course, heading more west than south because they have reached his western handrail, the Fonchaor Branch.

They have wasted some time. They need to be further south this late in the day. Though frustrated, everyone does at least now have an idea of where they are and can reset the direction of travel with confidence.

Bryn knows where they have to be before nightfall. It is still a long way.

This is going to be close.

Ivor Survival fail.
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