TLA Chapter 7 The Climb


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Feb 23 2022 29 mins   45

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


  1. Fargalay

  2. Monsitario

  3. Toreth

  4. 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