Episode 2
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Len, Ox, remember that Kray and Thorn haven't heard much of any of the stranger's words.
From his first intro here, the rest of the crowd got this as Bryn's transfer.
They have not been relayed the more recent statement here.
Language barriers are really annoying. I get it and sympathize.
Hear this in Bryn's voice by way of translation.
"I am at enmity with the faction that operates the entrapment, commands the beasts, and fought against your comrade in the east foyer below. If you follow me, I will move you to safety elsewhere in the compound. Then we can talk intentions. I mean you no harm unless you give me reason to reconsider."
He tilts his head to the side and back, as if listening. After a brief hold, he turns back to Bryn. "We must make haste. There is little time, and you are slow to move because of the effects of poison."
He shifts and extends a hand away, as if signaling Bryn, Kray, and the others to come forward, moving with him to the west.
"A guided tour sounds perfect right about now. Let's see where he wants to go."
Let's go for a ride. Unless anyone had a dissenting idea?
Addressing the Swordsman in Heshbaan "We will come with you, lead on."
"Take long strides. Stretch your legs, men!," the swordsman says. "Breathe deep. Work the poison out before it sets into your marrow."
As the group enters into the next room, they see a stair leading down and another leading up. A horn sounds out, coming from the upper level apparently.
"Climb the stairs!" the swordsman calls out. "The Rabisu send beasts; they are nearly upon us." He draws swords and takes stops to watch the downward stairwell, waiting for the sluggish group to make the climb upstairs.
Enemy in route. You guys have reduced Movement for the moment.
I'm not sure if you guys make the flight quickly enough to avoid the pursuers or if the effects of the poison are sending out another detrimental delay.
We have to let the dice decide. So, we are in a short SKILLS CHALLENGE.
It's a simple one. One attempt per person. The group accumulates results.
Either you get 3 successes as a group and avoid the detrimental encounter.
OR you accumulate 3 failures and the chasers catch up with the runners.
Straightforward on the skill. This is raw STR Athletics. DC 10.
If 3 people get it, that to me means that they are pressing the others along strong enough to get the team up the stairs and into a safe zone upcoming.
If 3 people fail, it's just too tough to make the move fast enough - and you have a fight on your hands.
I know Disadvantage Fatigue is setting in on all Players. But poison gas is serious - the Disadvantage still persists.
...for now. You guys are going to be working out of this Exhaustion lameness soon though. I promise.
Good Luck!
Fire when ready!
Athletics check dice. Keep in mind we have the Commitment to Mission (CTM) reroll dice we can use to replace one of our rolls.
EDIT: CTM reroll.
Kray Mercon
link to main character sheet & group stats
Vitals
AC: 20 (base 18) + (2 Med Shield)
HP: 68/68 31/34
Status Effects: L3 Exhaustion. Disadvantage ability checks, attacks and saves. Half speed.
Death Saves: +0/-0
Initiative: +5
Hit Dice: 6/6 Fighter, 1/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Serpents Judgement +1 / Attack Bonus:
+9 (Weapon 1 + DEX 5 + 3 Prof) / Damage: (1d8+7)
Left Hand: Medium Shield
Carried
Falcata / Attack Bonus: (DEX 5) / Damage (1d6+0 Left Handed)
Gaerimundi Knife / Attack Bonus: (DEX 5) / Damage: (1d4+5)
Dagger With Sorcha / Attack Bonus: (DEX 5) / Damage: (1d4+5)
Bow / Attack Bonus: (DEX 5+Archery 2
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x3 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.
SERPENT'S JUDGEMENT

Tactics
Refresh rest times noted in parentheses
Attacks per Turn: 2
Maneuvers: 2/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 0/1 (short rest)
Second Wind: 0/1 (short rest)
Lucky: 2/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Weapon Specialization: +1 damage with Light Blades
Commitment to Mission: 1/2
---Allows a PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Friends with Everyone: +1 CHA. Persuade & Deception.
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +9
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +9
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Rolls
Athletics - (1d20+4, 1d20+4)
1d20+4 : (2) + 4 = 6
1d20+4 : (16) + 4 = 20
CTM Reroll - (1d20+4)
(20) + 4 = 24
Kray was intrigued by the swordsman's knowledge and the concept of opposing factions in the environment. He queried their guide, though Bryn. "Who, or what, is this Rabisu you speak of?"
Rolls
STR Athletics, disadvantage - (1d20+8, 1d20+8)
1d20+8 : (2) + 8 = 10
1d20+8 : (19) + 8 = 27
Ez threw that Natural 20 for Kray. I sort of want that to count for something if we are at a moment of high stakes tie breaker. Let's see what happens. It will be a moot point if there is one more success.
One more Success is a WIN on the Skills Challenge machine, and the group moves to a real situation adjustment for the better.
"The Rabisu are your adversaries. Masters of beasts who will eat you if you do not make haste, man!," he takes the moment to yell up the stairs at the group and begins to follow behind. "Ascend! We can make the barricade. Press on!"
Optional Action: Bryn and Sizhen can make INT Arcana Skill Check for chance of recalling info about the word "rabisu". Minimum DC 16. Gradated return for higher results.
DC 16 Arcana check: 6 - failure!
Rolls
Strength saving throw - (1d20-1, 1d20-1)
1d20-1 : (14) - 1 = 13
1d20-1 : (20) - 1 = 19
Arcana check (DC 16) - (1d20+3, 1d20+3)
1d20+3 : (3) + 3 = 6
1d20+3 : (13) + 3 = 16

3rd Floor Palace (Upper Floor 2)

Skills Challenge: Success
Detrimental Encounter Avoided.
More to follow. Sorry - I've been busy and time blocks for posting are more scarce than I wish.
"Lord Sizhen. I wasn't sure you'd make it this far," he smiled. "Thought we might have to leave you behind with Ivor and Maeriks."
By the time we get there J is it possible Thorn could have gotten a read on this guy?
X, Thorn assesses the swordsman higher Fighter Levels and higher HP than Thorn himself.
Curious, especially given the potential for a opposing factions.

