Episode 2

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DMJ

May 6, 2019 8:27 pm
The appalling mass defies gravity. It floats effortlessly, sliding through the air as it descends and approaches.

It does not charge forward, but instead keeps its distance - remaining high and out of reach. It drifts around elusively over the group, obviously trying to angle in optimally to avoid Kray's shield barrier and strike at less protected targets.

Using the longer reach of its tentacles, the foul monstrosity drops abruptly and lashes at Sizhen with one of the barb-ended cords.

Attack Sizhen with Tentacle, maintaining 10' separation and using longer reach
Miss


The quick Alijanian ducks away to avoid injury.

Rolls

Tentacle Attack v. Sizhen - (1d20+4)

(4) + 4 = 8

damage, Grappled if Hit, DC 11 Poison CON Save if hit - (1d10+2)

(9) + 2 = 11

DMJ

May 6, 2019 8:32 pm
Maeriks wastes no time. He thrusts his glaive up at full extension.

He is worn down and weakened, but Maeriks is still savage.

Miss. Hit.

The beast is caught by surprise by the long reach of the pole weapon. The blade nicks its bulbous mass and it hovers upward, withdrawing higher and moaning again.

Rolls

Attack Glaive - (1d20+8)

(3) + 8 = 11

Attack Glaive Disadvantage - (1d20+8)

(15) + 8 = 23

damage - (1d10+5)

(7) + 5 = 12

Attack Glaive - (1d20+8)

(6) + 8 = 14

Attack Glaive Disadvantage - (1d20+8)

(5) + 8 = 13

damage - (1d10+5)

(4) + 5 = 9

Savage Attacker damage reroll - (1d10+5)

(7) + 5 = 12

DMJ

May 6, 2019 8:39 pm
Grell moves to 15' Distance above party.
OOC:
Last chance to get R1 Actions in.
Ryhim could easily fire bow, but no Sneak Attack criteria.

DMJ

May 6, 2019 8:55 pm
Ezeriah says:
...
Running doesn't seem an option with Thorn and Maeriks at half speed(?). J, can you confirm. Obviously, leaving now is ideal but T and M seem to slow.

Also, how far away were those torches Kray sighted?
...
Not to ignore Floaty, but the real danger here is that the Korvarans have been alerted to our location.

EDIT: CTM reroll for poison.
OOC:
The couple of torchlights to the north are about 100 - 120 meters away.

Running is always an option. Yes, no doubt about it - Thorn and Maeriks are struggling and slow, in all senses of movement capability. I do though think half of a max run speed is still a run speed. They can't really run and fight, but they can focus all efforts on running, give it everything they have, and make some pace.

It is definitely clear that if the Korvarans close in, it will be imperative to move east and make it to some of the other buildings across the open courtyard area. Better chance there to move through some cover, cut off lines of sight. Out here in the open, you guys are sitting ducks and in all expectations those torches aren't the only Korvarans around the place - just the only ones with lights to be seen at a distance from this angle.

So in this case, I don't want anything lost in the translation: the team should lean towards moving out ASAP. To stay and fight and see how the spacing develops - that's pretty much a decision to be clearly identified, surrounded, and captured/killed.

Will let that CTM reroll count at the moment, because its a debatable call and I haven't said anything about it explicitly, but any remaining CTM resources can no longer be used. The team is no longer fighting through on an effort to kill off all of the Iz Jeddriss dark forces in the Cursed Palace, which was the mission they took on in agreement with Palla Ba. There is definitely no real belief now that the group will reunite with an employer to get more pay. Now everyone is on the run, trying to survive and escape with the loot after a grand robbery.
May 6, 2019 10:49 pm
Ryhim releases the arrow.
OOC:
Haha, looks like we got off on the wrong foot again. What's new in the palace.

Rolls

Attack 1 - (1d20+9, 1d8+4)

1d20+9 : (7) + 9 = 16

1d8+4 : (2) + 4 = 6

DMJ

May 6, 2019 11:45 pm
Ryhim's arrow darts right into the bulky mound of rugged flesh that hangs down under the bulbous upper mass. It sticks right at the base of one tentacle.

The abomination flinches and darts backwards. Quickly pivoting in midair, with its tentacles floating upward and out, the unnatural creature changes direction. It makes a barking cough and glides up and over the balcony awning.

Just as quickly as it had appeared, now it is gone, hidden by the darkness.
[ +- ] a classic

DMJ

May 6, 2019 11:56 pm
Sizhen focuses his gaze northward across the open yard and confirms it.

"Torches moving," the inspector warns. "The Korvarans approach! Take up your bags and RUN!"

Every second counts now. Seconds is all they have to get there. And if they don't make it to the eastern line of buildings, then it is already over.

And thus, ... the chase begins.

Up Next...
Skills Challenge: The Escape from Gelshemish
OOC:
Will write it up tomorrow. Be ready to throw dice.
This is for the win.
Either a tough but definitive escape from the city...
or one last Detrimental Encounter and you have to fight your way out.
May 7, 2019 12:14 am
OOC:
ffffuuuuuuuuck.
Last edited May 7, 2019 12:15 am
May 7, 2019 5:51 am
"On me, gentlemen. We'll lose them in those buildings to the east." Kray bulleted the words, calm and quiet, already on the move. "Ryhim with me to the front, along with Sizhen. Lets go."

We'll make fast as possible for the building cover, angling away from pursuers as needed for an optimal path, then go stealth.
Last edited May 7, 2019 5:52 am

DMJ

May 7, 2019 8:29 am
Skills Challenge: The Escape from Gelshemish

Number of successful Skill Checks required to avoid Detrimental Encounter: 5

Number of Failures that will lead to Detrimental Encounter: 3

Determination of Success Criteria:
Base successful checks required was 7.
4 for 4 success in Palace Exit reduced requirement by 1, down to 6.
The design of a general plan by Kray, which inherently and specifically avoids real dangers reduced requirement by 2, down to 4.
The untimely conflict against the strange floating creature at the balcony, which alerted the initial guards, increased the requirement by 1, up to a final of 5.

Restatement/Summary of Players' Club Goal: Make 5 Successful Skills Checks before 3 Failures.
As long as you avoid 3 Failures, you keep rolling.
Get to 5 Successes, and the Party escapes.
Get 3 Failures, we switch back to a final combat for a Detrimental Encounter.

Method and Guidelines of Checks to follow next post.

DMJ

May 7, 2019 8:38 am
Skills Challenge: The Escape from Gelshemish
Method and Guidelines

Rule: Each Character (Kray, Thorn, Ryhim) and Each NPC (Maeriks, Sizhen) must participate once in each Skill Challenge Round, but can roll in any order determined by Players.

Rule: A Skill type can be used a maximum of two times before that Skill is no longer available for use by anyone.

Rule: Once each Character uses a particular Skill, he cannot use that same Skill again in a later Skill Challenge Round.

Method Note: Players will roll for NPCs. DM will provide optimum NPC Skill data to Players.

Implication: The Skills Challenge COULD BE completed in a single Skill Challenge Round (with 5 straight successes).

Skill Check Procedure to follow.

DMJ

May 7, 2019 8:43 am
Skills Challenge: The Escape from Gelshemish
Skill Check Procedure

Step 1:
Choose Skill

Step 2: Determine your own DC.
DC will be Base 10 + 1d4 variable (active roll by Player)

Step 3: Roll Skill Check with all appropriate influencers (Advantage, Disadvantage, etc.) and Modifiers

DMJ

May 7, 2019 8:54 am
Skills Challenge: The Escape from Gelshemish
NPC Skill Data

Maeriks

Top Skills: Animal Handling +7, Insight +7, Survival +7
Influencer: All checks must be made at Disadvantage due to Exhaustion


Sizhen
Top Skills: Investigation +10, Perception +8, Insight +8
Influencers: Investigation and Perception made at Advantage. Additional 1d10 Mentality Check required. Roll of 1 results in -10 to Skill Check roll result.

DMJ

May 7, 2019 9:15 am
OOC:
I hope that is all clear enough to avoid extensive ping-pong Q&A. I don't want to get bogged down back and forth DM to PC peeling back every last possibility and splitting hairs in a quest for perfect detail. You guys pretty much know the drill here I think, so I want to get on to you guys throwing dice and making the checks, but send me questions if there are big deficiencies or confusion.

Players talk all you want to determine who rolls what, which order to go in, etc. No limit on the talk and comms amongst yourselves.

Main issue right now is: Each PC/NPC send in an entry for Skills Challenge Round 1.

Only 1 entry per character first, and then stop. We'll pause there to see if we have to go to Round 2.

Good luck. Just think: Another 5 straight and YOU'RE OUT!
Required Action, Players' Club: Begin Skills Challenge Round 1
May 7, 2019 9:42 am
I suggest everyone follow J's format and list a few of their best options so we can coordinate.

Kray will start with a Deception + 9. Is also packing a Persuasion +9, so I'll focus on the use of either of those.

Keep in mind that the team as a whole can only use a skill twice.

We'll have Sizhen use Investigation, obviously, both times he rolls if need be. Maeriks could use any one of his +7's as listed by J (survival or animal handling seem likely since I imagine Ryhim will go Stealth as top skill and Thorn will go Athletics, I imagine).

Way I see it:

Kray: Deception/Persuasion at +9's
Ryhim: Stealth at +10
Thorn: Athletics +8, disadvantage
Sizhen: Investigation at +10 with advantage
Maeriks: Animal handling, Insigjt or Survival all +7's

HUGE KEY: If we go to a second round, Ryhim and Kray should roll first. This avoids negatives like Sizhen's temporary brain damage (1 in 10 mode to skill checks) and Thorn/Maeriks disadvantage.

I'm having Kray go Deception and Sizhen Investigation.

Rolls

Deception - (1D10+4, 1d20+9)

1D10+4 : (6) + 4 = 10

1d20+9 : (10) + 9 = 19

Investigation - (1D10+4, 1d20+10, 1d20+10, 1d10)

1D10+4 : (1) + 4 = 5

1d20+10 : (10) + 10 = 20

1d20+10 : (19) + 10 = 29

1d10 : (6) = 6

May 7, 2019 9:46 am
Whoops. DC's are 10+d4. Either way, Kray and Sizhen pass.

Two successes for round 1.

Again, if we need a round 2, Sizhen, then Maeriks and Thorn are last up, with Sizhen being a primary option over Thorn and Maeriks who are at disadvantage.

Of course, hopefully we just ace round 1.
May 7, 2019 9:49 am
Rolling Maeriks animal handling with disadvantage. The suspense is killing me and I don't imagine anyone else is rocking animal handling.

EDIT: Damn you Maeriks. Damn you.
Last edited May 7, 2019 9:49 am

Rolls

Animal Handling - (1D4+10, 1d20+7, 1d20+7)

1D4+10 : (2) + 10 = 12

1d20+7 : (3) + 7 = 10

1d20+7 : (3) + 7 = 10

May 7, 2019 9:51 am
We're up 2-1 fellas. Hyp and X, you're up.
May 7, 2019 12:03 pm
OOC:
+10 Persuasion, +10 Stealth, +7 deception (advantage if trying to pass off as someone else).
Last edited May 7, 2019 12:21 pm

Rolls

DC = - (1d10+4)

(10) + 4 = 14

Stealth - (1d20+10)

(20) + 10 = 30

May 7, 2019 3:37 pm
Badass. Hyp, you've got a sweet string of nat 20's going since the Pit Chamber. Killing it, my man. Killing it!

Up 3-1. Give us your best skill, X, and one step closer to being out of Gelshemish with our fresh as hell trove of loot.

The best order for R2 after X's roll:

-Kray: Deception again or Persuasion.+ 9's, with Lucky to back it up
-Ryhim: Stealth again or Persuasion

After the above two, we'll have either 5 successes or 3 failures, so no need to plan.

If we are up 4-1, Kray first with Lucky for the reroll = best odds. If up 3-2, then Kray/Ryhim order doesn't matter, but they should be up to bat given they have the best odds for success.

Fates be with us and we'll be out of this bleak excuse of a city.
Last edited May 7, 2019 3:40 pm
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