Episode 8 – Lost (During pursuit of Tao, blown of course by storm and meet Tagranesi)
After the uproar of the
hijacking, all of
As the storm strikes the violent pitching of the seas requires that everyone roll against a HARD Vitality + Willpower to not be sick from the constant pitching. Anyone with the Lightweight Complication, as will anyone that rolls a Botch on the above roll is going to be miserable and will have to be strapped to a hammock to ride out the storm. If they wish to perform any activity, they will have to make another HARD Vitality + Willpower roll with the standard two-step penalty to Vitality.
Riding out the storm is a HARD Complex Action of Intelligence + Pilot / Felucca with a time increment of two hours. The storm is so violent that each roll for the Complex Action has a HARD difficulty. A success will do a point of damage to the boat, an Extraordinary Success avoids all damage, a failure does d4 Basic damage and a Botch does d4 Wound damage with the lasting storm a full 24 hours. Many of the feluccas will take more damage than it can sustain, sooner or later, the boat will begin to sink. In order to stay afloat, once a felucca has sustained damage the Crew will have to roll an AVERAGE Intelligence + Craft / Carpentry or Mechanical Engineering / Repair or a HARD Intelligence + Knowledge / Sailing roll to repair a single point of damage and keep their boat afloat for another time increment. In addition, the storm has become so powerful that each time increment, every member of the Crew must roll an AVERAGE Agility + Athletics to not be blown overboard. Eventually, storm blows itself out and based on skill rolls, each felucca will either survive or founder. Any felucca that sinks the crew can roll one HARD Agility + Athletics to make it to an island on a makeshift raft. Anyone that fails this roll is lost at sea and either drowns or is eaten by flasher fish.
Those on the Macao Clipper can attempt an AVERAGE Intelligence + Knowledge roll to realize that a storm is coming up, but they also realize that they will not be able to avoid the storm. A second AVERAGE Intelligence + Knowledge roll will know they have no chance of riding out the storm in the air and know they have to land before the seas become too rough. Touching down in the heavy seas requires a FORMIDABLE Ship’s Agility + Piloting test, if the roll fails the difficulty becomes an attack roll doing Basic damage. Properly securing the plane to prevent damage is a HARD Strength + Knowledge roll also becoming an attack roll doing basic damage if failed. Once secured, riding out the storm proves to be without further complication. A HARD Intelligence + Knowledge / Navigation figures out they are on Yap in the Caroline Island Chain.
In the morning, the surviving
feluccas and the Macao Clipper will
need to make some repairs before returning to
As the crew of the Macao Clipper affects repairs, have each character make an Opposed Roll of Alertness + Perception / Hearing. Anyone that succeeds will detect that they are being watched from the edge of the clearing by half a dozen Grik! It takes a HARD Alertness + Perception / Deduction to realize that the Grik are not making any threatening moves. Instead, they display more curiosity than hostility. At this point the PCs may attempt an AVERAGE Alertness + Perception / Sight test to realize these Grik are a different color from anything they have ever seen, being almost tiger striped in black and orange. Anyone that Botches either of these rolls or fails both of them will attack the Grik. An alert PC might notice another about to attack with an AVERAGE Alertness + Perception / Sight and will be able to knock aside the attacker’s weapon with an Opposed Roll of Agility + Athletics versus the attacker’s Agility + Weapon skill. Even if the attacker wins, they must add the result of their Opposed Roll to the difficulty of the attack to represent the hurried and nearly interrupted shot. Again these Grik react completely different from all the others they have encounters in that even if attacked, these retreat into the jungle.
However, if an attack is avoided, calling out to the Grik in Lemurian, or shockingly in English, the Grik respond in the same language! If a PC can succeed with an AVERAGE Intelligence + Influence / Persuasion, the Grik will enter the clearing and will speak with the humans. It does not take long to learn that although similar in appearance to the Grik, these lizards are yet another inhabitant of this Earth and call themselves the Tagranesi. The Tagranesi knows of, and surprisingly, despite acknowledging having a relationship to them, do not like the Grik. They will not speak more on why other than to say that they ‘do not properly raise their young’.
Even more stunning if the humans
used English to greet the Tagranesi (they will over
hear the humans talking among themselves and respond in English if the greeting
was in Lemurian) is how they know the language, they have seen humans before! Once
or twice a year, great wooden canoes that belch smoke sometimes stop at Tagranesi villages that are far to the east, this island being
an uninhabited and seldom visited hunting ground. The Tagranesi
leader Golkan draws a simple map and an AVERAGE
Intelligence + Knowledge / Navigation roll will be able to determine that the Tagranesi homeland is the
As all hope of tracking Tao is
gone, the only the PCs have to do is complete repairs to the Macao Clipper and succeed with an
AVERAGE Ship’s Agility + Pilot roll to take off safely. Navigating to