# [[002_20201127 Palma Flora]] ## Session Summary We arrive at Palma Flora three days after setting sail from Port Damali. Palma Flora is full of tourists and locals alike, all there to either watch or participate in the shark hunting tournament. Boris buys a harpoon and talks to some locals, Joao and Elanza, but just before the tournament begins, a group of sahuagins rise up out of the water and begin to attack. Boris, Lira, and the two Palma Florans fight off a few as we realize that Palma Flora is sinking every minute. Joao, hearing the screams from elsewhere on the island, leaves us to help others cross the bridge from Palma Flora to the mainland. We make our way towards the only ship still docked: The Wavechaser. ^summary ## Recap ![[001_20201120 The Adventure Begins#^summary]] ## Introduction Somewhere around noon on the third day after setting sail for [[Palma Flora]], you hear the shouts of crew members. Land ho! That's your first glimpse of [[Flora Isle]]. [[Orly Skiffback]] tells you that the north side of Palma Flora is where most of the locals live, and it's connected to the mainland of the [[Menagerie Coast]]. The southern side is an island, and that's where most of the tourists go - and where the shark hunting usually takes place. Orly tells you he's going to dock at Palma Flora mainland - he'll meet you there. There's a bridge on the north side of the island leading to the mainland. He needs to deliver some cargo. Proceed to [[Tide of Retribution]]. ## [[Flora Isle]] ### South beach [[Elanza]] and [[Joao]] are there, looking like they're ready to go and hunt. They will explain the rules and provide directions if asked. [[Riptide Inn and Tavern]] - [[Abari]] - Sells a [[Harpoon]] and a 10 lines for it for 10 GP (Simple Ranged Weapon) >Name Cost Damage Weight Properties Harpoon 10 gp 1d6 piercing 6 lbs Range (15/45), Special, Thrown A harpoon is a variation of the spear with a barbed spearhead. It often has a line attached to it. Special: When a harpoon hits it remains embedded in the target and may not be used until freed from the target. A Large or smaller creature hit by a harpoon, it speed is halved. Until the barbed head is removed, the harpooned creature will take 1 hit point of damage per turn if it moves or takes an action. The barb can be removed by taking an action to pull or cut out the barbed head (causing 1d4 slashing damage to do so). If a successful Dexterity Medicine check is made when removing it, the damage is reduced to 1. If the harpoon has a line attached, you can use an action to attempt to pull the creature toward you. To succeed at this, make a contested Strength check. If you succeed, the creature is pulled 5 feet toward you; but drop the line on a failure. Succeed or fail, the harpooned creature takes 1d4 slashing damage. Dealing 5 slashing damage to the line (AC 10) destroys the line without causing additional damage to the harpooned creature. ## Encounters Encounter: two sahuagin - 16 Boris - 16 Lira - 15 Sahuagin 1: 0/22 - DEAD - 15 Sahuagin 2: 0/22 - - 5 Joao 5/11 - 5 Elanza 11/11 - East Encounter - 15 Lira - blessed - 14 Elanza - blessed - 9 Boris 11/14 - blessed - 7 Sahuagins - Sahuagin A 0/12 - Sahuagin B 0/22 - 4 Giant Crabs - Giant Crab A 0/13 - Giant Crab B 3/13 - Giant Crab C 0/13 - Giant Crab D 0/13 - 4 Sailors - Captain Three Earrings 60/65 - Sailor A 9/11 - Sailor C 10/11 - Sailor D 5/11 - Aurelio