Session One: Difference between revisions
No edit summary |
|||
(3 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
{{Sessions | {{Sessions | ||
| session_name = The New World | | session_name = The New World | ||
| campaign_session = [[ | | campaign_session = [[Stygian Chronometry | Campaign Two]],<br/>Session 01 (C2S01) | ||
| session_date = XXXX-XX-XX | | session_date = XXXX-XX-XX | ||
| session_time = X:XX:XX | | session_time = X:XX:XX | ||
Line 11: | Line 11: | ||
}} | }} | ||
"The New World" (2x01) is the first session of the [[ | "The New World" (2x01) is the first session of the [[Stygian Chronometry | second campaign]] of Mels' ''Home Group''. | ||
== Synopsis == | == Synopsis == | ||
Sailing to [[Artekala]] aboard the merchant vessel, [[Harriet's Rose]], | Sailing to [[Artekala]] aboard the merchant vessel, [[Harriet's Rose]], the group will wind up being besieged by a kraken and a (weak) Sea Devil encounter. | ||
'''Sea Devil Scout, Weak (4)'''<br> | |||
'''Perception''' +5; low-light vision<br> | |||
'''Skills''' Athletics +7(+9 swim), Intimidation +3, Stealth +6, Survival +5<br> | |||
'''AC''' 16; '''Fort''' +5, '''Ref''' +8, '''Will''' +5<br> | |||
'''HP''' 8<br> | |||
'''Melee <1>''' longspear +7 (+4/-1)(reach 10ft), '''Damage''' 1d6+2 piercing<br> | |||
'''Melee <1>''' claw +7 (+4/-1)(agile), '''Damage''' 1d4+1 slashing<br> | |||
'''Melee <1>''' bite +7 (+4/-1), '''Damage''' 1d6+1 piercing<br> | |||
'''Ranged <1>''' longspear +8 (+5/+0)(thrown 20ft), '''Damage''' 1d6+1 piercing<br> | |||
'''Sea Devil Scout Lead, Weak (1)'''<br> | |||
'''Perception''' +5; low-light vision<br> | |||
'''Skills''' Athletics +9(+11 swim), Intimidation +5, Stealth +8, Survival +7<br> | |||
'''AC''' 16; '''Fort''' +7, '''Ref''' +10, '''Will''' +7<br> | |||
'''HP''' 20<br> | |||
'''Melee <1>''' longspear +8 (+5/+0)(reach 10ft), '''Damage''' 1d8+3 piercing<br> | |||
'''Melee <1>''' claw +8 (+5/+0)(agile), '''Damage''' 1d6 slashing<br> | |||
'''Melee <1>''' bite +8 (+5/+0), '''Damage''' 1d6 piercing<br> | |||
'''Ranged <1>''' longspear +10 (+7/+2)(thrown 20ft), '''Damage''' 1d6+3 piercing<br> | |||
'''Blood Frenzy <R>''' Rage; '''Requirement''' Not fatigued or in a frenzy. '''Trigger''' Sea devil deals bleed damage to a living creature. '''Effect''' Sea devil flies into a 1-minute frenzy. It gains a +1 status bonus to attack rolls with '''claws''' and '''jaws''', gains a +4 stat bonus to damage rolls with both, and gains 7 temp HP until the end of frenzy. It takes a -2 status penalty to AC. It cannot voluntarily stop. After frenzy finishes, it becomes fatigued.<br> | |||
'''Bloodletting''' When it deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was flat-footed or if the attack was a critical hit. | |||
After some fighting, the ship collapses and the tutorial level is over. | |||
Group is awakened by the chef for breakfast in the early hours of the morning. Lower Bow | |||
> Combat Scenario | |||
Sea Devil Scout, Weak (4) | |||
> Skill Based Exploration | |||
Athletics skill check to climb up and down walls, ropes and trees: DC 15 even though the surface is only 10 ft tall, but it is slick with slime. | |||
Rope reduces DC to 10; Aid rolled by helper grants +1 circumstance bonus (+2 critical) to the climber. | |||
> Combat Scenario Large Tentacle | |||
Introduce Athletics checks to maintain balance, DC 15 | |||
Poison (Fort DC 16) attacks to contend with, a d12 damage + condition: flat-footed for 1 round, slow to react to threats, taking a -2 status penalty to AC | |||
> Barricade Removal | |||
Skill challenge affecting further encounters? | |||
Examine with a DC 15 Perception; hearing a faint clattering of noise from somewhere beyond the barricade. Totally unlit, but can be viewed with torch/darkvision opening into a larger room ahead | |||
Dismantled with a DC 15 Crafting or Thievery skill check; Failure = Enemies alerted, success = 10 XP each + surprise against enemies | |||
> Tentacle // Parasite Fight (100 XP) | |||
Equivalent To 4 Skeleton Guards + 1 Zombie Shambler | |||
== Featured Characters == | == Featured Characters == |
Latest revision as of 10:54, 18 February 2024
The New World | ||
---|---|---|
Session | Campaign Two, Session 01 (C2S01) | |
Session Date | XXXX-XX-XX | |
Session Time | X:XX:XX | |
Transcript | TBD | |
Characters | ||
Characters | Character 1... | |
Guest Characters | ||
Guest PCs | None | |
Order | ||
Previous | None | |
Next | TBD |
"The New World" (2x01) is the first session of the second campaign of Mels' Home Group.
Synopsis
Sailing to Artekala aboard the merchant vessel, Harriet's Rose, the group will wind up being besieged by a kraken and a (weak) Sea Devil encounter.
Sea Devil Scout, Weak (4)
Perception +5; low-light vision
Skills Athletics +7(+9 swim), Intimidation +3, Stealth +6, Survival +5
AC 16; Fort +5, Ref +8, Will +5
HP 8
Melee <1> longspear +7 (+4/-1)(reach 10ft), Damage 1d6+2 piercing
Melee <1> claw +7 (+4/-1)(agile), Damage 1d4+1 slashing
Melee <1> bite +7 (+4/-1), Damage 1d6+1 piercing
Ranged <1> longspear +8 (+5/+0)(thrown 20ft), Damage 1d6+1 piercing
Sea Devil Scout Lead, Weak (1)
Perception +5; low-light vision
Skills Athletics +9(+11 swim), Intimidation +5, Stealth +8, Survival +7
AC 16; Fort +7, Ref +10, Will +7
HP 20
Melee <1> longspear +8 (+5/+0)(reach 10ft), Damage 1d8+3 piercing
Melee <1> claw +8 (+5/+0)(agile), Damage 1d6 slashing
Melee <1> bite +8 (+5/+0), Damage 1d6 piercing
Ranged <1> longspear +10 (+7/+2)(thrown 20ft), Damage 1d6+3 piercing
Blood Frenzy <R> Rage; Requirement Not fatigued or in a frenzy. Trigger Sea devil deals bleed damage to a living creature. Effect Sea devil flies into a 1-minute frenzy. It gains a +1 status bonus to attack rolls with claws and jaws, gains a +4 stat bonus to damage rolls with both, and gains 7 temp HP until the end of frenzy. It takes a -2 status penalty to AC. It cannot voluntarily stop. After frenzy finishes, it becomes fatigued.
Bloodletting When it deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was flat-footed or if the attack was a critical hit.
After some fighting, the ship collapses and the tutorial level is over.
Group is awakened by the chef for breakfast in the early hours of the morning. Lower Bow
> Combat Scenario Sea Devil Scout, Weak (4)
> Skill Based Exploration Athletics skill check to climb up and down walls, ropes and trees: DC 15 even though the surface is only 10 ft tall, but it is slick with slime. Rope reduces DC to 10; Aid rolled by helper grants +1 circumstance bonus (+2 critical) to the climber.
> Combat Scenario Large Tentacle Introduce Athletics checks to maintain balance, DC 15 Poison (Fort DC 16) attacks to contend with, a d12 damage + condition: flat-footed for 1 round, slow to react to threats, taking a -2 status penalty to AC
> Barricade Removal Skill challenge affecting further encounters? Examine with a DC 15 Perception; hearing a faint clattering of noise from somewhere beyond the barricade. Totally unlit, but can be viewed with torch/darkvision opening into a larger room ahead Dismantled with a DC 15 Crafting or Thievery skill check; Failure = Enemies alerted, success = 10 XP each + surprise against enemies
> Tentacle // Parasite Fight (100 XP) Equivalent To 4 Skeleton Guards + 1 Zombie Shambler
Featured Characters
Player Characters
- Boquilla
- Azir
- Kalliope
Returning Characters
Returning
New Characters
Crew of the Harriet's Rose
- Captain Harriet Illyria
- Quartermaster Gharkis
- Sailing Master Micael
- Port Gunner
- Starboard Gunner
- Bosun Alexias
- Surgeon/Carpenter Joana de Marosa
- Chef Rigs
Mentioned Characters
Mentioned
Featured Quotes
Inventory
Table Adjustment | Count | Item | Source | Destination | Notes
Expended - Gained - Trainsferred