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Book 1, Chapter 2: The Forgotten Dungeon


Green Eyed Liar

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Janos Murdoch Human Wizard 2 Neutral Good | Application | Sheet
?u=https%3A%2F%2Fi.pinimg.com%2Foriginals%2Fde%2F9e%2Fdd%2Fde9eddf2f8ff291f296bd8c929fd9e35.jpg&f=1&nofb=1AC: 19 | health-normal.svg HP: 22/22 | sprint.svg Perception: +7 (+9init) | awareness.svg Fort: +5 | Ref: +8 | Will: +7
Hero Points:: 1/1 | Conditions: None
 

Prepared Spells

Cantrips(Detect Magic(innate), Telekinetic Projectile, Prestidigitation, Read Aura, Electric Arc, Produce Flame, Light, Shield)

 

Janos moves to the doorway to get an idea of the fight beginning in the next room. Seeing a group of morlocks around the throne and another fighting a couple of his allies, Janos reflexively goes to his favored cantrip.

 

OOC

Electric arc: DC18 Reflex for half damage.

Damage

 

Name
Damage
7
1d4+4 3
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The morlock dodges left and right, avoiding Mic's stabbing blade. It continues its weaving pattern and manages to avoid the electricity arcing towards it. The cultist is not as lucky, its laughter at Mic's frustration turning to gargled shrieks as it absorbs the full power of Janos' magic.

 

Furious, the cultist screams words as purple runes glow around its hands, tendrils of darkness curling out from his fingertips and racing through the air, lancing through Rok, Zum, and Janos. "Torag, shield us!" mutters Rok, saving Zum from the spells worst effects, then swinging wildly at the three cultists as they flee to the hole in the western wall.

 

Rushing to his leader's aid, the morlock guard takes advantage of Rok's lowered shield and slams him with his club, then bites the dwarf in the face.

 

Suddenly, another morlock races through the door behind the group and attacks the Janos, his wild over hand club swing slamming into the ground at the wizard's feet.

 

The table is yours! I opened with a critical success followed by a critical failure against Janos' spell. The regular morlock took no damage, the leader double damage. The spell fires in a line, did 5 hp damage, and targets Fortitude. Because the dice like irony, the two dwarf martials failed their saves and the human wizard succeeded. Retributive Strike cancelled 4 hp damage from the spell. The leader then strode away. The morlock stepped, then struck twice at Rok, connecting both times for 16 hp damage. A new morlock strode twice, then struck at Janos, critically missing.

 

Both Rok and Zum are suffering 1 Persistent Bleed Damage. Janos avoided that effect of the spell by succeeding on his save.

 

Do I have all hp correct on the tokens? I feel like I am missing something (most likely with Zum), so tell me what it is and I will fix it ASAP.

 

GM Dice

 

Morlock Basic Reflex DC 18 vs Electric Arc

Morlock Cultist Basic Reflex DC 18 vs Electric Arc

Rok Fortitude DC vs Spell

Zum Fortitude DC vs Spell

Janos Fortitude DC vs Spell

Spell Damage

Morlock Club Strike vs Rok AC 18

Damage

Morlock Jaws Strike vs Rok AC 18

Damage

Morlock Club Strike vs Janos AC 19

Damage

Rok Retributive Hammer Strike vs Cultist AC 21

Damage

 

Edited by Green Eyed Liar (see edit history)
Name
Morlock Basic Reflex DC 18 vs Electric Arc
31
1d20+11 20
Morlock Cultist Basic Reflex DC 18 vs Electric Arc
12
1d20+11 1
Rok Fortitude DC vs Spell
18
1d20+9 9
Zum Fortitude DC vs Spell
14
1d20+9 5
Janos Fortitude DC vs Spell
24
1d20+5 19
Spell Damage
5
2d4 1,4
Morlock Club Strike vs Rok AC 18
22
1d20+9 13
Damage
8
1d6+4 4
Morlock Jaws Strike vs Rok AC 18
23
1d20+5 18
Damage
8
1d4+4 4
Morlock Club Strike vs Janos AC 19
10
1d20+9 1
Damage
10
1d6+4 6
Rok Retributive Hammer Strike vs Cultist AC 21
10
1d20+9 1
Damage
7
1d8+4 3
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Mic.png  
  Mic Humblebrow Elemental Heart Dwarf Thief Rogue 2 Chaotic Good | Application | Sheet
checked-shield.svgAC: 19| health-normal.svg HP: 29 / 30 |
sprint.svg Perception: +9 | awareness.svg Fort: +6 | Ref: +10 | Will: +9  Hero Points:: 1/1 | Movement: 20'  -  Conditions:    
 
Mic wordlessly and deftly steps to directly behind the foe Rok is distracting. Stabbing twice rapidly. Aiming for vital organs, or where he thinks they should be.
 

"Actions - Out of Character, link to Sheet"


https://www.myth-weavers.com/sheet.html#id=2601808

Step (N). Strike. Strike.


Str 10, Dex 18, Con 14, Wis 16, Int 14, Cha 8
Trapfinder.  Darkvision.  Perception +9.  Languages: Common, Dwarven, Aklo, Undercommon
Trained Skills
Acrobatics +8, Arcana +6, Athletics +6, dumb ol' Diplomacy +3, Intimidation +3, Lore: "Circus" +6,
Medicine +7, Nature +7, Occultism +6, Religion +7, Society +6, Stealth +8, Survival +7, Thievery +8

Melee Clan Dagger +4 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P)
Melee +1 Rapier +9 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P)
Melee Shortsword +8 (Agile, Finesse, Versatile S), Damage 1d6+4 (P)
Melee Light Mace +8 (Agile, Finesse, Shove), Damage 1d4+4 (B)
Melee Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P)
Ranged Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P)
Shortbow (Arrows 5)  +8 (60') Damage 1d6 (P) deadly d10

Coins:  18g. 4s. 6c

Silver key from Tangletop's study (10gp
*Wayfinder* Activate  command; Effect The wayfinder is targeted by a 1st-level light spell.
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.

Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1
Quick Draw

Precision Damage Sneak Attack 1d6
Additional Feats Cat Fall, Elemental Heart Dwarf, Rock Runner, Steady Balance, Trap Finder
Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack

Gear: Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week),
 

                                       

"Feats and Abilities and Spells and Special Items"


Trapfinder.  Darkvision. dark = black and white
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf
Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal
1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. 

*Bonus Ancestry Feat* 
Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1.

Precision Damage Sneak Attack 1d6
Additional Specials Rogue's Racket (Thief Racket), 
Sneak Attack, if foe Flat-Footed

Surprise Attack 1st Round, if roll Stealth or Dec for Init.  not acted = FF to me

Additional Feats 
Cat Fall falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg

Rock Runner  ignore difficult terrain from rubble / uneven from rock / ground
when use Acro to Balance on narrow / uneven of stone / earth not FF

Steady Balance  Sucess w Balance action = crit success  
Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge

Trap Finder  always on +1 Perc, AC, Saves of Traps

Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack
 

"Spells"




Traditions arcane, primal
Electric Arc
Cast  somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4


Disrupt Undead  Cantrip 1   Cantrip Necromancy Positive 
Source Core Rulebook pg. 331 4.0  Traditions divine, primal
Bloodline psychopomp  Cast  somatic, verbal
Range 30 feet; Targets 1 undead creature  Saving Throw Fortitude
You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.
 


"lesser elixer of life"


Source Core Rulebook pg. 548 4.0
Price 30 gp
The elixir restores 3d6+6 Hit Points and the bonus is +1.


 

 
Edited by Cleric8092 (see edit history)
Name
flanking +1 rapier stab
27
1d20+9 18
dmg, sneak, deadly if crit
6; 2; 6
d6; d6; d8 [6]; [6,2]; [6,2,6]
flanking 2nd stab
13
1d20+4 9
dmg; sneak; deadly if crit
4; 3; 5
d6; d6; d8 [4]; [4,3]; [4,3,5]
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Mic stabs the morlock savaging Rok in the right side of its lower back, his rapier piercing its kidney. The mutant flops onto the ground, soundlessly writhing in pain as blood pools around it. With a rattling gasp, the creature dies.

 

Critical strike on an Off-Guard (Flat-Footed) morlock!

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spacer.png Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 35/40 +3 Tempawareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Avernal Fever -1 on all STR based rolls (incl attack and damage); Rage
Wounds Treated (within last hr): me, Rok | Battle Medicined (today):
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:

Zum rushes to the magical one (Stride
spacer.png) and attacks it twice (spacer.pngspacer.png) with Dragon.

Attack

Damage (4 is fire damage; Avernal fever penalties applied)

Attack

Damage (4 is fire damage; Avernal fever penalties applied)

 

Persistent damage 1 at the end of his turn. Removed 1 from Temp HP.

Bleed Flat Check

Edited by noozoo (see edit history)
Name
Attack
17
1d20+8 9
Damage
10
1d12+7 3
Attack
17
1d20+3 14
Damage
16
1d12+7 9
Bleed Flat Check
14
1d20 14
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vkfohry.png

Rok Dwarven Champion 2 Lawful Good | Sheet

 

checked-shield.svgAC: 18 (+2 with shield raised) | health-normal.svg HP: 14/36 | sprint.svg Perception: +6 | awareness.svg Fort: +9 | Ref: +4 | Will: +8
Hero Points:: 1/1 | Conditions: None

 


 

"Torag's teeth! They just keep coming!" Rok bellows in frustration as he takes a pounding from the morlock as if his armour was made of paper. The Champion calls for aid from his God and seems a bit better, but still wobbly. He then moves to help Janos, swinging his hammer at the Morlock fighting the mage.

 

Show ooc

Desperate Prayer to refocus. Lay on Hands on self. Stride. Strike. Retributive Srike as reaction.

Strike

Damage

Bleed damage ends

 

Name
Strike
19
1d20+9 10
Damage
7
1d8+4 3
Bleed damage ends
3
1d20 3
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de9eddf2f8ff291f296bd8c929fd9e35.jpg
Janos Murdoch Human Wizard 2 Neutral Good | Application | Sheet
?u=https%3A%2F%2Fi.pinimg.com%2Foriginals%2Fde%2F9e%2Fdd%2Fde9eddf2f8ff291f296bd8c929fd9e35.jpg&f=1&nofb=1AC: 19 | health-normal.svg HP: 22/22 | sprint.svg Perception: +7 (+9init) | awareness.svg Fort: +5 | Ref: +8 | Will: +7
Hero Points:: 1/1 | Conditions: None
 

Prepared Spells

Cantrips(Detect Magic(innate), Telekinetic Projectile, Prestidigitation, Read Aura, Electric Arc, Produce Flame, Light, Shield)

 

"This is exactly the sort of thing I try to avoid..." Janos mutters to himself. He quickly moves into the room to make some space between him and the morlock before turning a baleful look upon the creature. "Burn for your insolence.." Janos commands as red runes gather around his hand. "Ignis!" and a bolt of flame races toward the morlock.

Produce Flame

Fire Damage

 

Edited by Trinate (see edit history)
Name
Produce Flame
26
1d20+8 18
Fire Damage
7
1d4+4 3
Produce Flame
23
1d20+8 15
Fire Damage
7
1d4+4 3
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Posted (edited)

"It burns!" screeches the morlock, blisters rising on its bare torso from Janos' fire spell a moment after Rok clobbers it with his hammer. The morlock cultist knocks aside Zum's rage fueled pick strikes with its club. Purple runes fly from its outstretched hand and bury into Zum's head. Blood flows from the berserker's nose as he is visibly wracked by a massive headache and waves of nausea.

 

The morlock warrior in the trap room then clubs Rok, knocking his helmet off. Seeing a vulnerability, it lunges forward and bites Rok in the throat. The valiant champion succumbs to his wounds, collapsing to the ground.

 

The table is yours! This round was ugly. Zum failed a save against a pretty good level 2 spell, so he took full damage (5 hp), and now suffers both Sickened 1 and 1d4 Persistent Mental Damage. I double checked, and persistent damage is the only condition you can simultaneously suffer multiple instances of, so long as each instance is a different damage type. Rok was critically struck by the bite attack (natural 20), and is now Dying 2, Unconscious, and Prone.

 

GM Stuff

Morlock cultist casts Phantom Pain then Shield.

 

Morlock steps then strikes twice.

 

Zum Will DC 21

Spell Damage

Morlock Club Srike vs Rok AC 18

Damage

Morlock Jaw Strike vs Rok AC 18

Damage

 

Edited by Green Eyed Liar (see edit history)
Name
Zum Will DC 21
12
1d20+8 4
Spell Damage
5
2d4 4,1
Morlock Club Srike vs Rok AC 18
25
1d20+9 16
Damage
8
1d6+4 4
Morlock Jaw Strike vs Rok AC 18
25
1d20+5 20
Damage
5
1d4+4 1
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Mic.png  
  Mic Humblebrow Elemental Heart Dwarf Thief Rogue 2 Chaotic Good | Application | Sheet
checked-shield.svgAC: 19| health-normal.svg HP: 29 / 30 |
sprint.svg Perception: +9 | awareness.svg Fort: +6 | Ref: +10 | Will: +9  Hero Points:: 1/1 | Movement: 20'  -  Conditions:    
 
Mic has only a brief moment to savor his epic takedown. As he immediately is concerned about horribly painful, wound taking, biting? sounds from where he last heard Rok. Accompanied by neither a hearty boast nor a complaint invoking dwarven deity facial hair or the like. He growls lowly as he slips around the corner and stabs twice at the murloc he finds with blood on its lips as it steps back from his fallen kinfolk..
 

"Actions - Out of Character, link to Sheet"


https://www.myth-weavers.com/sheet.html#id=2601808

Stride. Strike. Strike.


Str 10, Dex 18, Con 14, Wis 16, Int 14, Cha 8
Trapfinder.  Darkvision.  Perception +9.  Languages: Common, Dwarven, Aklo, Undercommon
Trained Skills
Acrobatics +8, Arcana +6, Athletics +6, dumb ol' Diplomacy +3, Intimidation +3, Lore: "Circus" +6,
Medicine +7, Nature +7, Occultism +6, Religion +7, Society +6, Stealth +8, Survival +7, Thievery +8

Melee Clan Dagger +4 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P)
Melee +1 Rapier +9 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P)
Melee Shortsword +8 (Agile, Finesse, Versatile S), Damage 1d6+4 (P)
Melee Light Mace +8 (Agile, Finesse, Shove), Damage 1d4+4 (B)
Melee Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P)
Ranged Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P)
Shortbow (Arrows 5)  +8 (60') Damage 1d6 (P) deadly d10

Coins:  18g. 4s. 6c

Silver key from Tangletop's study (10gp
*Wayfinder* Activate  command; Effect The wayfinder is targeted by a 1st-level light spell.
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.

Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1
Quick Draw

Precision Damage Sneak Attack 1d6
Additional Feats Cat Fall, Elemental Heart Dwarf, Rock Runner, Steady Balance, Trap Finder
Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack

Gear: Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week),
 

                                       

"Feats and Abilities and Spells and Special Items"


Trapfinder.  Darkvision. dark = black and white
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf
Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal
1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. 

*Bonus Ancestry Feat* 
Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1.

Precision Damage Sneak Attack 1d6
Additional Specials Rogue's Racket (Thief Racket), 
Sneak Attack, if foe Flat-Footed

Surprise Attack 1st Round, if roll Stealth or Dec for Init.  not acted = FF to me

Additional Feats 
Cat Fall falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg

Rock Runner  ignore difficult terrain from rubble / uneven from rock / ground
when use Acro to Balance on narrow / uneven of stone / earth not FF

Steady Balance  Sucess w Balance action = crit success  
Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge

Trap Finder  always on +1 Perc, AC, Saves of Traps

Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack
 

"Spells"




Traditions arcane, primal
Electric Arc
Cast  somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4


Disrupt Undead  Cantrip 1   Cantrip Necromancy Positive 
Source Core Rulebook pg. 331 4.0  Traditions divine, primal
Bloodline psychopomp  Cast  somatic, verbal
Range 30 feet; Targets 1 undead creature  Saving Throw Fortitude
You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.
 


"lesser elixer of life"


Source Core Rulebook pg. 548 4.0
Price 30 gp
The elixir restores 3d6+6 Hit Points and the bonus is +1.


 

 
Name
Rapier stab 1
21
1d20+9 12
Magic P dmg
5
1d6+4 1
Stab 2
5
1d20+4 1
Dmg
7
1d6+4 3
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spacer.png Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 31/40 +0 Tempawareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Avernal Fever -1 on all STR based rolls (incl attack and damage); Rage; Sickened; Persistent Mental (1d4) damage
Wounds Treated (within last hr): me, Rok | Battle Medicined (today): Rok
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:

Hearing others' calls, Zum rushes out the door to Rok's side (Stride
spacer.png) and smashes the morlock there (Attackspacer.png) with Dragon. He sees the grave injuries on Rok and immediately attempts to stabilize him (Battle Medicine, assurancespacer.png), letting Mic finish off the morlock if it still stands.

Attack: Attack (Fever and Siickened conditions applied)

Damage: Damage (Includes 4 fire, and -1 for Fever)

 

Battle Medicine with assurance = 15 with sickened condition

HP recovered: Battle Medicine

 

Persistent bleed damage 1 at the end of his turn. Removed 1 from Temp HP.

Bleed Flat check

Zum's Bleeding ends!

 

 

Persistent mental damage 1d4 at the end of his turn.

Mental Damage

Removed 1 from HP.

Mental Damage flat check (DC 15)

Mental Damage continues

Edited by noozoo (see edit history)
Name
Attack
16
1d20+7 9
Damage
11
1d12+7 4
Battle Medicine
9
2d8 4,5
Bleed Flat check
17
1d20 17
Mental Damage
1
1d4 1
Mental Damage flat check (DC 15)
12
1d20 12
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Janos Murdoch Human Wizard 2 Neutral Good | Application | Sheet
?u=https%3A%2F%2Fi.pinimg.com%2Foriginals%2Fde%2F9e%2Fdd%2Fde9eddf2f8ff291f296bd8c929fd9e35.jpg&f=1&nofb=1AC: 19 | health-normal.svg HP: 22/22 | sprint.svg Perception: +7 (+9init) | awareness.svg Fort: +5 | Ref: +8 | Will: +7
Hero Points:: 1/1 | Conditions: None
 

Prepared Spells

Cantrips(Detect Magic(innate), Telekinetic Projectile, Prestidigitation, Read Aura, Electric Arc, Produce Flame, Light, Shield)

 

As he watches all of his dwarven allies rush back into the hallway, Janos looks around a moment and sees the Morlock spellcaster looking back at him. "Hmm, they really should make up their minds about where they want to be..." He performs a few gestures and conjures a trio of force bolts that immediately fly unerringly at the Morlock.

Magic Missile

Edited by Trinate (see edit history)
Name
Magic Missile
13
3d4+3 3,3,4
(Magic Missile
SyntaxError: Unexpected token )
3d4+3)
Magic Missile
10
3d4+3 1,4,2
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vkfohry.png

Rok Dwarven Champion 2 Lawful Good | Sheet

 

checked-shield.svgAC: 18 (+2 with shield raised) | health-normal.svg HP: 9/36 | sprint.svg Perception: +6 | awareness.svg Fort: +9 | Ref: +4 | Will: +8
Hero Points:: 1/1 | Conditions: Wounded 1, Bleed 1

 


 

Rok barely hits the ground when he is revived and returns to consciousness. It takes him a short moment to realize what has happened, and then he acts quickly, picking up his shield and getting up to his feet, raising the shield against the morlock.

Show ooc

Interact to pick up shield. Stand to get back up. If the Morlock attacks Rok, Shield Block as a reaction. If it attacks and ally, Retributive Strike.

Stop bleeding

 

Name
Stop bleeding
5
1d20 5
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Posted (edited)

Purple runes continue to circle the morlock cultist's hands. A rock zips towards Janos, punching him in the gut and doubling the mage over.

 

In the other room, the morlock swings wildly at Zum. It fails to connect with its club, but does bite Mic on the shoulder. Still woozy from his wounds, Rok swings his heavy fist at the morlock, which turns and strides away, sparing Mic from having a chunk of flesh ripped free.

 

The table is yours! Janos was struck by a spell for 8 hp damage. Then Mic was struck for 5 hp damage, which was reduced by 4 from Retributive Strike.

 

GM Dice

 

Cultist: Two action spell followed by one action spell.

Cultist Magic Attack Roll vs Janos AC 19

Spell Damage

Morlock: Strike, Strike, Stride.

Morlock Club Strike vs Zum AC 18

Club Damage

Morlock Jaws Strike vs Mic

Jaws Damage

Rok Punch Retributive Strike vs Morlock AC 17

Punch Nonlethal Damage

 

 

Edited by Green Eyed Liar (see edit history)
Name
Cultist Magic Attack Roll vs Janos AC 19
27
1d20+13 14
Spell Damage
8
2d6 5,3
Morlock Club Strike vs Zum AC 18
14
1d20+9 5
Club Damage
7
1d6+4 3
Morlock Jaws Strike vs Mic
22
1d20+5 17
Jaws Damage
5
1d4+4 1
Rok Punch Retributive Strike vs Morlock AC 17
13
1d20+8 5
Punch Nonlethal Damage
6
1d4+4 2
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vkfohry.png

Rok Dwarven Champion 2 Lawful Good | Sheet

 

checked-shield.svgAC: 18 (+2 with shield raised) | health-normal.svg HP: 8/36 | sprint.svg Perception: +6 | awareness.svg Fort: +9 | Ref: +4 | Will: +8
Hero Points:: 1/1 | Conditions: Wounded 1, Bleed 1

 


 

Grinning at their current situation, Rok still stands defiant against the Morlocks. Keeping his shield up, he picks up his hammer, but realizes he can't do much else as the morlock they were fighting is fleeing. "Oi! That's roight! Keep runnin' ye yellow-liver scum! We'll come for ya eventually!" he shouts at the fleeing enemy in an attempt to shake its resolve even further.

Show ooc

Interact to pick up hammer. Raise Shield. Demoralize (-4 with no common language)

Demoralize

Stop Bleeding

 

Name
Demoralize
12
1d20+1 11
Stop Bleeding
6
1d20 6
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Mic.png  
  Mic Humblebrow Elemental Heart Dwarf Thief Rogue 2 Chaotic Good | Application | Sheet
checked-shield.svgAC: 19| health-normal.svg HP: 29 / 30 |
sprint.svg Perception: +9 | awareness.svg Fort: +6 | Ref: +10 | Will: +9  Hero Points:: 1/1 | Movement: 20'  -  Conditions:    
 
Hearing Janos grunt rather than quip Mic hustles into the room and at the, appears to be wounded, greater foe Trying to end the vile leader with one last stab.
 

"Actions - Out of Character, link to Sheet"


https://www.myth-weavers.com/sheet.html#id=2601808

Stride. Step if can. Or stride if need to. Strike


Str 10, Dex 18, Con 14, Wis 16, Int 14, Cha 8
Trapfinder.  Darkvision.  Perception +9.  Languages: Common, Dwarven, Aklo, Undercommon
Trained Skills
Acrobatics +8, Arcana +6, Athletics +6, dumb ol' Diplomacy +3, Intimidation +3, Lore: "Circus" +6,
Medicine +7, Nature +7, Occultism +6, Religion +7, Society +6, Stealth +8, Survival +7, Thievery +8

Melee Clan Dagger +4 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P)
Melee +1 Rapier +9 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P)
Melee Shortsword +8 (Agile, Finesse, Versatile S), Damage 1d6+4 (P)
Melee Light Mace +8 (Agile, Finesse, Shove), Damage 1d4+4 (B)
Melee Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P)
Ranged Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P)
Shortbow (Arrows 5)  +8 (60') Damage 1d6 (P) deadly d10

Coins:  18g. 4s. 6c

Silver key from Tangletop's study (10gp
*Wayfinder* Activate  command; Effect The wayfinder is targeted by a 1st-level light spell.
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.

Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1
Quick Draw

Precision Damage Sneak Attack 1d6
Additional Feats Cat Fall, Elemental Heart Dwarf, Rock Runner, Steady Balance, Trap Finder
Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack

Gear: Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week),
 

                                       

"Feats and Abilities and Spells and Special Items"


Trapfinder.  Darkvision. dark = black and white
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf
Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal
1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. 

*Bonus Ancestry Feat* 
Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1.

Precision Damage Sneak Attack 1d6
Additional Specials Rogue's Racket (Thief Racket), 
Sneak Attack, if foe Flat-Footed

Surprise Attack 1st Round, if roll Stealth or Dec for Init.  not acted = FF to me

Additional Feats 
Cat Fall falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg

Rock Runner  ignore difficult terrain from rubble / uneven from rock / ground
when use Acro to Balance on narrow / uneven of stone / earth not FF

Steady Balance  Sucess w Balance action = crit success  
Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge

Trap Finder  always on +1 Perc, AC, Saves of Traps

Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack
 

"Spells"




Traditions arcane, primal
Electric Arc
Cast  somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4


Disrupt Undead  Cantrip 1   Cantrip Necromancy Positive 
Source Core Rulebook pg. 331 4.0  Traditions divine, primal
Bloodline psychopomp  Cast  somatic, verbal
Range 30 feet; Targets 1 undead creature  Saving Throw Fortitude
You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.
 


"lesser elixer of life"


Source Core Rulebook pg. 548 4.0
Price 30 gp
The elixir restores 3d6+6 Hit Points and the bonus is +1.


 

Name
Rapier stab
20
1d20+9 11
Dmg 
8
1d6+4 4
Deadly if crit 
6
1d8 6
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