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Adventure 2: A Legacy of Hate


Kylia Quilor

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    T'rissae Torana

T'rissae smirked and opened her mouth to speak at Demaire's words, likely something snarky or biting, just as Olathan'ar stepped his way down her arm. Somehow his tail brushed across her nose and face causing her to sneeze softly. She looked at her familiar who returned a pointed gaze at her. T'rissae sighed and nodded as her familiar slid into his satchel.

"If you're looking for one to spare," she said to Shizune, "then perhaps the wizard would be... less fanatical towards the Spider Queen and thus may be willing to offer up some information, particularly to a Vhaeraunan that helped free him from his shackles, so to speak, once the dance is complete. It might be useful to have other testimony and, hopefully, some physical evidence about our red-headed friend," she continues turning back to Demaire. "just so you won't have to take our word for it and have something substantial you could bring back to Jezz."

"So, Pym can draw the spiders with his deer and we can start our dance from the other side of the camp, perhaps? Once we're committed, I can use some of my magic to enhance our combat abilities."

Tracking

AC/T/FF 24/18/17 | HP 68/68 | Init +8 | Speed 35ft | Fort/Ref/Will 5/12/8

Spells

CL 9, DC: 16+spell level

0th (at will) detect magic, ghost sound, mage hand, mending, message, read magic
1st (6/6) cure light wounds*, expeditious retreat, grease, liberating command, vanish
2nd (6/6) allegro, blistering invective, glitterdust
3rd (3/3) good hope, haste, slow

Battle dance/performance: 24/24 rounds

Panache: 6/6

Take 10 Stat Block

Potentially relevant take 10 results (when not in immediate danger or distracted):

Social: Bluff = 23, Diplomacy = 25, Intimidate = 33, Perception = 24, Sense Motive = 20

Adventuring Knowledges: Arcana, Dungeoneering, Local, Nature, Planes = 17, Religion = 21

Background Knowledges: Geography, History, Nobility = 17; Lore (Eilistraee) = 21

Physical: Acrobatics = 28, Climb = 16, Escape Artist = 20, Stealth = 35, Swim = 16

Other: Spellcraft = 17, Use Magic Device = 26

Other Background: Artistry (choreography) = 21, Craft (alchemy) = 17, Craft (weapons) = 20, Perform (dance) = 28, Perform (sing) = 22, Profession (cook) = 16

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"Summon your bait, or let's just go in there and take out the guards and the spiders together!" Demaire growled. He slipped into the trees, moving towards the clearing, unwilling to wait much longer. He vanished from easy view nearly immediately, his flamboyant cloak somehow doing nothing to make it easier to see him amidst the trees.

Elvangara circuits around the edge of the clearing carefully, and can now see the center of it, a fairly open space. Probably left so to see approaches from the south clearly and easily. There is one guard about eight feet north, patroling along the edge of the clearing closer to the camp. So far, there's no sign that anyonehas seen her, but if they don't act soon... getting closer to the clearing quietly will work, but they're only going to have so much wiggle room...

Mechanics

In the interest of moving things ahead: Roll Initiative. Everyone has surprise. I'll put up a map this evening IRL

 

Name
Demaire Initiative
25
1d20+6 19
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image.png.50e9322189fc4a2a3cf7401374f4f3ea.png

The upper half of the clearing can't be fitted onto any grid image I could find that worked in paint. But since Ccanary said Elva would go more halfway and intercept when the guys in the north come, this seems like it would work. The Spiders are in wooden cages (the brown), which do not look particularly strong.

The two guards are standing amidst the cages, both female.

"Hey." One of them said, turning to the other.
"What?"
"You ever wonder why we're here?"
"Dangerous question to ask. Everything we do and are is because of Lolth's will."
"Well, yes, obviously, but I don't mean in a big picture sense, I just - why are we here? In this sun-blasted forest while the Matron takes orders from a half-breed darthiirDrow word techically meaning 'traitor' but exclusively used to refer to surface elves.?"
"Right." An extended pause. "I don't know. I stopped asking the clergy questions decades ago. But it's not like she's taking orders-"
"Demonshit, that's exactly what it is."

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Elvangara Collosz

spacer.pngElvangara Collosz — Half Elf (Drow) Investigator 9
AC/T/FF 25/15/22 | HP 81/81 | Init +7 | Speed 30ft | Fort/Ref/Will 10/12/12 | Darkvision
Inspiration 8/8 (1d6+2)| Martial Flexibility 4/4

Active Conditions (not included in stats above):

  • heightened awareness (?? minutes remaining)
  • heroism (200 minutes remaining)
  • barkskin +4 natural AC (90 minutes remaining)
  • mutagen +4 str -2 int +2 natural AC (90 minutes remaining)
  • elixir of stealth +10 stealth (60 minutes remaining)

 

Extracts

1st: cure light wounds, heightened awareness, shield x2, open x12

2nd: alchemical allocation x24, barkskin, open x2

3rd: channel vigor, displacement, fly, open
 

The Llothite Ambush

Elva was in place as best she could be, hiding and waiting for the distraction to hit.

Mechanics

Swift:

Move:

Standard:
Free:

AoO if needed:

 

 

Name
initiative
13
1d20+7 6
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Pym figured the time was now for his diversion. He drew his metamagic rod of silence and cast invisibility on himself.

Then he took out the small candle and bag required for the summoning spell. Once again he employed the metamagic rod of silence to maintain the benefits of stealth in the diversion. He set the unlit candle on the ground and opened the bag. After performing the required magical motions, faint luminescent mist twisted away from the bag and wound its way through the trees until it coalesced into the form of an elk with golden antlers in the clearing.

The range of the summoned monster spell is 25 feet + 5 ft per 2 levels. Pym is having the elk appear at the edge of that range 45 feet to the north of where he is standing.

 

Celestial Elk Stats

Summoned Elk
Level 2, Init 3, HP 15/15, Speed 50 ft[B]Base Attack Bonus[/B] 1   
 Gore: +3 (1d6+2, x2)
2 hooves -2 (1d3+1, x2)
 
Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7

Spell Resistance 6
Resist acid, cold, electricity 5
Perception +7, darkvision 60 ft

 

Name
Initiative
23
1d20+5 18
T'rissae Initiative
21
1d20+8 13
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Pym's elk appears out of nowhere - the guards, still chatting about nothing - don't see, their attention focused elsewhere, but the spiders notice it, or at least three of them do - if the other three, further away, notice it, they don't react, perhaps the distance allowing whatever control the Drow have over them to keep them in reign. But for the three that do react, they immediately start pushing at the wooden bars of their cage and they snap immediately. The guards do notice that,

"Vith!" One of then snarls, swearing, reaching for something at her belt. "Keep an eye on the other three!" The guard tells her companion. ClearingBattleSpiderVersion.png.4eac0888825fa1666400cb746a1e3325.png

(The three spiders marked by an Orange Dot will try to run after the Elk if Pym has it go somewhere else, when it can move on Pym's next turn. Shizune can try to do something to the other three or whatever else she wants, and then we'll start round 1 unless someone else has something else to do do during the Surprise Round. And I'll assume that whatever else Pym is doing turn his turn, the Elk will try to lure the spiders away?)

Name
Guard Initiative (For 1st Round, They're Still surprised rn)
20
1d20+3 17
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Shizune waited until Pym drew out the first three spiders. Watching the scene, she shifted her tactics instead to remove the threat of the remaining spiders.

She slipped into the song of the goddess--not audibly, instead singing deep within her spirit to the Dancing Maiden--and brings for an elk from Arvandor, similar to the one Pym summoned. This one, though, she summoned in the cover of the brush so no one could see it appear into the clearing.

 

Celestial Elk Stats

Summoned Celestial Elk
Level 2, Init 3, HP 15/15, Speed 50 ft[B]Base Attack Bonus[/B] 1   
 Gore: +3 (1d6+2, x2)
2 hooves -2 (1d3+1, x2)
 
Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7

Spell Resistance 6
Resist acid, cold, electricity 5
Perception +7, darkvision 60 ft

Actions

Cast QuietUsing Meta Word to alter spell. No verbal component. Selected Servitor III, summon celestial elk, in brush to the south-southeast, 45' south and about 15'-20' into the brush cover.

On future turns I'll have the elk leap out, draw the spiders' attention and run away to the southeast, drawing them away (hopefully).

 

 

 

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Posted (edited)

Alfren is able to move into position without the attention of the guards being drawn to him, the guards focused on the spiders. Demaire moves along by him, equally poised to go at the guards when the time comes.

Several things happen in quick succession after that. Pym's summoned elk bolts for the forest, instincts and the minimal intelligence that guides it (just barely enough to speak and understand a few words in Celestial) making it clear it needs to be somewhere else than where those horse-sized spiders are. The three that broke their cages chase after it. All four beings quickly vanish into the treeline.

Demaire hangs back until the three spiders are gone, and then he steps out into view, shouting several blasphemies at the guards to catch their attentions - as well as saying their mothers were whores, apparently, which makes the one that had been reaching for something at her belt change tacks and immediately grabs for her crossbow. She shouts 'Vhaeraunites!' in the Drow tongue, obviously hoping to get the attention of her compatriots further north.

"And now she's not grabbing at whatever she has to keep the other three spiders under control," Demaire said quietly, smirking, rapier in hand.

 

Clearing Battle Spider Version.png

Edited by Kylia Quilor (see edit history)
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Pym walked forward to the edge of the clearing (4 steps north, 1 step west) . He didn't want to stay in the woods for much longer. There were giant spiders in it who were about to be severely disappointed by a disappearing meal. He also didn't want to lose his invisibility so he kept his spells indirect for the time being.

He drew a piece of quartz from his spell component pouch and went through the motions. He didn't bother to be silent this time, but cast his spell in a normal speaking voice. Carefully he conjured a 10 foot hight wall of ice anchored to the ground from the north west corner of the cage running northeast for the full length of 90 feet.

That should make unlocking those cages a little more interesting for them. Pym thought with an inward chuckle and he got ready to counterspell whatever the guards might try to throw at them.

Round Summary

Move Action: Move 20 feet north and 5 feet west.

I think that still gives Pym line of sight.

Standard Action: Cast wall of Ice. Pym is starting the wall of ice on the northwest corner of the first cage on the right hand side of Demaire. The wall of ice can have 9 10x10 foot sections. Pym is running those sections in a northeasterly direction and is anchoring them to the ground.

My assumption is that the doors to the cages are on the side towards the guards. The point of the ice wall is to hinder the guards in being able to get to the doors of the cages and release the spiders.

The ice wall is 10 feet high, each section has 27 hit points. The DC to break through with strength is 24, and the remaining cold air after a section is broken does 1d6+9 points of damage if anyone walks through the cold air. (no save)

In terms of the comment at the end about readying to counterspell:

Pym has a counterspell ability which he can use as an immediate action. Right now, he should be outside the range of detect magic. If one of the guards tries to cast a spell, Pym would like to try to counter it. If they use a spell like ability, he won't bother trying to counter.

Here is his Spellcraft roll to identify a spell being cast. He is adding the +2 from his Spell Duel Prodigy trait to this roll.

Spellcraft roll

 

Edited by Fiery Gift (see edit history)
Name
Spellcraft roll
32
1d20+20 12
T'rissae Attack/Damage with Bow
19; 7
1d20+14; 1d8+2 [5]; [5,5]
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The sudden appearance of a massive wall of Ice stretching well into the clearing and blocking the guards from accessing the cage gates elicited swears from both guards, and another shout of 'ATTACKERS', clearly trying to get some help from the others further north in the clearing. The spiders cages could still be broken from within, but they were at least going to have to make that effort themselves, because the guards couldn't get at them.

T'rissae, unable to get close enough to use her blade, moves forward with her bow and fires at the guard ahead of her. Her arrow connects with the shoulder of one of them, and the guard grits her teeth against the pain, but that doesn't stop her from firing her crossbow in unison with her compatriot - they drew and loaded the weapons with remarkable speed, moving backwards even as they were done shooting, deciding that they were too outnumbered now to make a stand.

The two patrolling guards further north also run towards the sound of shouting, one coming into close range of Elvangara and Shizune.

image.png.1b3baa1552f9c6eff7b5f6e53b471b5c.png

 

Name
Guard 1 vs Demaire (-2 for Range)
25; 2
1d20+9; 1d4+1 [16]; [16,1]
Guard 2 vs T'rissae (-2 for Range)
29; 2
1d20+9; 1d4+1 [20]; [20,1]
Demaire Fort Save
15
1d20+4 11
T'rissae Fort Save
16
1d20+5 11
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Alfren Ker

With a burst of speed Alfren emerged from the treeline and streaked right past the first guard, skidding to a halt in the soft earth between the pair of guards and the first, whip uncoiling as he did. He kept the length of leather spinning and cracking in the air as he waited for the guards to make a move.

Actions

Spend 5 stamina to extend reach for with Imp Whip mastery to threaten 15 ft, Run straight line to 15 ft directly between closest guard and two farther guards.

AOO pre-rolls for expediency, all Trips on any triggering action:

AoO 1

AoO Dmg

AoO 1

AoO Dmg

AoO 1

AoO Dmg

 

Name
AoO 1
26
1d20+20 6
AoO Dmg
6
2d6 1,5
AoO 1
28
1d20+20 8
AoO Dmg
9
2d6 3,6
AoO 1
37
1d20+20 17
AoO Dmg
7
2d6 4,3
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Elvangara Collosz

spacer.pngElvangara Collosz — Half Elf (Drow) Investigator 9
AC/T/FF 25/15/22 | HP 81/81 | Init +7 | Speed 30ft | Fort/Ref/Will 10/12/12 | Darkvision
Inspiration 8/8 (1d6+2)| Martial Flexibility 4/4

Active Conditions (not included in stats above):

  • heightened awareness (?? minutes remaining)
  • heroism (200 minutes remaining)
  • barkskin +4 natural AC (90 minutes remaining)
  • mutagen +4 str -2 int +2 natural AC (90 minutes remaining)
  • elixir of stealth +10 stealth (60 minutes remaining)
  • channel vigor gain the benefits of haste (9 rounds remaining)

 

Extracts

1st: cure light wounds, heightened awareness, shield x2, open x12

2nd: alchemical allocation x24, barkskin, open x2

3rd: channel vigor, displacement, fly, open
 

The Llothite Ambush

Elva held up a hand to Shizune indicating hold for now. The magic users hadn't engaged, they could wait a bit at least. Though when she noticed the elk across the clearing she shrugged. No harm in sending a beast in, even if it was clearly from another plane, was there?

While she waited she consumed an extract, remained hidden and got ready for the spellcasters to join the fray.

Mechanics

Swift:

Move:

Standard: consume channel vigor extract
Free:

AoO if needed:

 

 

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With a nod, Shizune put the first initial words of a spell on her lips, just in case the casters joined the fray.

 

Celestial Elk Stats

Summoned Celestial Elk
Level 2, Init 3, HP 15/15, Speed 50 ft[B]Base Attack Bonus[/B] 1   
 Gore: +3 (1d6+2, x2)
2 hooves -2 (1d3+1, x2)
 
Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7

Spell Resistance 6
Resist acid, cold, electricity 5
Perception +7, darkvision 60 ft

Actions

Ready a PenetratingAdvantage on Spell Penetration roll Paralyze HumanoidWill save DC 18

The target of a wordspell with this effect word is paralyzed and cannot move. It is aware and can breathe normally, but cannot take any actions. At the end of each of the creature’s turns, it can attempt a new saving throw to end the effect. Flying creatures that rely on wings to fly fall, and swimmers cannot swim and may drown. Wordspells with this effect word only affect creatures of the humanoid type.

 

@Kylia Quilor stealth check added here

 

 

 

Edited by Blanket_Thunder (see edit history)
Name
Spell Resistance Caster Level Check
21
keep(2d20,highest,1)+9 6,12
Stealth Check
6
1d20+2 4
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Alfren closes the distance to draw close to the two guards, some of the cold air radiating off the ice wall enough to make the air feel like a winter's day, though not enough to injure anyone.

Further north, Elvanagara and Shizune can hear shouts, and Starlight, overhead, can see that the remaining guards by the tents were arming themselves, and the spellcasters were breaking apart - the priestess that had been having fun with the wizard, for instance, pulled away from him, retrieving her own weapons. They'll be running south soon, to join their compatriots.

The spiders in the remaining cages remain largely still, nothing to distract them from whatever holds them in place, and no orders coming to make them move.

image.png.d1f0e95bc491c04edfdbd69333c5b43c.png


@Blanket_Thunder(Stealth Check for Shizune, since the Guard nearby will be running by you both. We have the 38 from Elva, but you need one too. Their DC to spot you will be higher than your roll because you're further back and 'behind' Elva)

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