Mina and Cadmus find themselves within touching distance of freedom, but face seemingly insurmountable odds to attain it. Can they possibly overcome the massed might of HydroClan?
Links
Transcript https://docs.google.com/document/d/1xRd_qCajdPk1J51blWBEwicI5s1ooK7clxQ3wtcbcWI/edit?usp=sharing
Mina’s character sheet: https://docs.google.com/document/d/1JGnbhd25G18rT_vAqkAUInVhukGgsvRLe960o_bUsi8/edit?usp=sharing
Cadmus’ character sheet: https://docs.google.com/document/d/1iXvGMribhEAZnn5SixCj3G8ZLz_OK4jBEo_hg8DKgKc/edit?usp=sharing
Mythic GM Emulator Deck: https://www.drivethrurpg.com/product/257195/Mythic-Game-Master-Emulator-Deck
Skill Challenge: https://critical-hits.com/blog/2016/08/16/skill-challenges-in-5th-edition-dd/
Noble House Randomiser: https://welshpiper.com/random-noble-houses/
Mechanics
SCENE 15 Interrogation
Chaos Factor 5
Altered Scene? Interrupt: PC Positive: Arrive Goals
Cadmus reaction: NPC Continues, -2 (Disposition 4) 6 goodberries (20/22hp)
SCENE 16: The Climb
Chaos Factor 4
Altered Scene? Altered: they are being pursued.
Skill Challenge: 3 moderate successes DC 15 each, penalties on failure, combat after 3 failures
Cadmus Athletics +3, help (Mina) 8 fail (0 of 3)
Consequence Use a monster, danger, or location move
Event: Persecute Competition (siren sounded, more HydroClan)
Mina Athletics +1 16 success (1 of 3)
Cadmus Athletics +3, help (Mina) 20 success (1 of 3)
Mina Athletics +1 3 fail (1 of 3)
Consequence show signs of an approaching threat
Event Starting liberty ("free the great water spirit!")
Cadmus +3 help (Mina) 15 success;(2 of 3)
Mina +1 fail (1 of 3)
Consequence Turn their move back on them (2 x HydroClan cultists climb faster: combat)
Starting climb height: 80ft, exit at 120’
Mina on 2 of 3 Hero Points, no HD spent
Initiative
Water Weird 23
Mina 21
HydroClan bandits 11
Cadmus 7
HydroClan cultists 2
Round 1
Water weird (58/58 hp): trapped
Mina 34/38hp): Pistol 12 vs AC 12 hit 10hp: cultist 1 dead, cultist 2 8/9hp), Move 15’, Cultist Opportunity attack: 14 vs AC 17 miss: Mina at 95’
6 Hydroclan bandits (all on 11/11hp): Crossbow DIS for long range: 1 hit 5hp Mina (30/38)
Cadmus: Sacred Flame v Cultist 2 Dex 14 vs DC 12: miss, Move 10’, Cadmus at 90’
Hydroclan Cultist 2: move, scimitar 23 vs AC 14: hit Cadmus 4hp (16/22hp)
HydroClan Cultist 3-5 move up ladder, scimitar 8 vs AC 14 miss
Round 2
FATE: Weird released? (Likely): Yes
FATE? Attack HydroClan? (50/50): Yes
Water Weird: Constrict: 11 vs AC 12 miss, move to 60’
Mina (30/38): Pistol 12 vs AC 12 hit 1hp: cultist 2 dead, cultist 3 5/9hp), move (15’ to 110’)
6 HydroClan bandits: Crossbow DIS for long range:1 hit on Mina (25/38hp), 2 hits on Cadmus (6/22hp)
Cadmus: Move, dash (20’ to 110’)
HydroClan Cultists: move, 1 hit on Mina (21/38hp)
Round 3
FATE: Weird attack HydroClan? (50/50) Yes
Water Weird (58/58): Move, constrict 13hp, Cultist 5 dead
Mina (21/38hp): Bonus: healing surge: 6hp (27/38), pistol 20 vs AC 13 hit, Weird takes 18hp (40/58hp) 110’)
6 HydroClan bandits all miss
Cadmus (6/22hp) Move 10’ to 120’, open circular handwheel: Athletics DC 13: DIS 12 fail
HydroClan cultist 3 (5/9hp): hit Mina 4hp (23/38hp)
HydroClan cultist 4 (9/9hp): miss
Round 4
Water Weird (40/58): move, constrict miss Mina
Mina (23/38hp) Bonus: healing surge:7hp (30/38hp), pistol 20 vs AC 13 hit Weird takes 6hp (34/58hp)
6 HydroClan bandits: 1 hit on Cadmus, Parry
Cadmus: (6/22hp) open circular handwheel: Athletics DC 13: DIS 6 fail
HydroClan cultist 3 (5/9hp): miss
HydroClan cultist 4 (9/9hp): miss
Round 5
Water Weird (34/58): move, constrict hit Mina 13 (17/38hp), grappled, restrained escape DC 13
Mina (17/38hp): escape DC 13 STR 14, move (120’)
6 HydroClan bandits: hit Cadmus Parry, hit Cadmus 5hp (1/22hp)
Cadmus: (1/22hp) open circular handwheel: Athletics DC 13: DIS 8 fail, Bonus Healing Word
FATE: Does he heal himself? Yes 4hp (5/22hp) (2/2 L1 spell slots used)
HydroClan cultist 3 (5/9hp): miss
HydroClan cultist 4 (9/9hp): miss
Round 6
Water Weird (34/58hp) miss
Mina (17/38hp) ready action (Cadmus help)
6 Hydroclan bandits: all miss
Cadmus: help
Mina: open circular handwheel: Athletics DC 13 ADV 9 fail Hero Point 16 success, Move
Water Weird Opportunity attack miss Mina
HydroClan cultist 3 (5/9hp) Opportunity attack: hit Cadmus 4hp (1/22hp)
HydroClan cultist 4 (9/9hp) Opportunity attack: miss
Scene 17: To the Surface
Chaos Factor 5
Altered Scene? Expected
FATE: Do the attackers continue? (Likely) No (screams from below: Weird attacks cultists)
FATE: Is the way out obvious? (Likely)Yes (tunnel up, grating, steps up from cellar- water pipes)
Cadmus: 3 Goodberries (4/22hp)
Description: Where are they? Joyfully Lavish
FATE: Noble House mansion? Yes
- Fargalay
- Monsitario
- Toreth
- Amberen
Toreth
House Toreth
Motto: By Quill and By Sword
Sigil: A golden two-headed roc on a scarlet field
An ancient noble house, historically militaristic, now waning in both size and political influence. They seek to reclaim old glories by seeking out power in the outer realms, and are intent on establishing a military presence in these strange new worlds. In Kyras they have secret ties to organised crime.
Scene 17 continued in Chapter 8
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