Session One

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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
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Previous None
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"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

Mentioned Characters

Mentioned

Featured Quotes

Inventory

Table Adjustment | Count | Item | Source | Destination | Notes

Expended - Gained - Trainsferred