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?
LinksTranscript 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) (
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