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Chapter 3: What Lies Beneath


Eagleheart

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spacer.pngProceeding through the secret door, you enter a wide, empty stone hallway which is oppressively dark. The hall ends to the east with three separate open doorways, while six additional corridors branch off to the north and south. Upon lighting a torch (or casting Light, or whatever) you see two strikingly-colorful birds, which immediately start squawking loudly, and you hear someone shouting in Draconic, <Kill the intruders!>

Round 1

Party turn, the birds rolled horribly.
@crazncanuck @BobtheWizard @Bearlord @foltor @TheRaconteur
 

Map

spacer.png

 

Edited by Eagleheart (see edit history)
Name
Initiative (Perception +1) for Arionne
15
1d20+5 10
Initiative (Perception +1) for Matilde
29
1d20+9 20
Initiative (Perception +1) for Ketu
22
1d20+5 17
Initiative (Stealth +1) for Syhlas
28
1d20+9 19
Initiative (Stealth +1) for Corwyn
14
1d20+7 7
Initiative (Stealth +1) for Calmont
23
1d20+9 14
Initiative (Perception) for the birds
10
1d20+8 2
Don't worry about it ;)
2
1d4 2
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Corwyn - Elf Sylph Kineticist 2 Application Sheetspacer.png


AC: 18 | HP: 30/30 | Fortitude: +10 | Reflex: +8 | Will: +6Perception: +4 | R1 Cold | Conditions:


Corwyn moves along with the others, keeping quiet and in the back. When the birds start to squawk, he waves his hand and the swirling mists around him shoot forward, a blast of icy water hitting the first bird while a mountain of snow falls upon both of them.

"We need to shut them up. Where did the draconic voice come from?"

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: Elemental Blast at first bird

Action 2-3: Winters Clutch centered on north wall halfway between the birds.

ACTIONS
IMPULSES - DC18, +8
  • Channel Elements spacer.png raise aura, can combine with 1 action stance or 1 action elemental blast
  • Base Kinesis spacer.png 30' light bulk, generate, move or suppress
  • Elemental Blasts spacer.png Air 60' 1d6 slashing or electricity, or Water 30' 1d8 bludgeoning or cold. For 2 actions add CON to damage
  • Winter's Clutch spacer.png 60' 10' burst 2d4 cold and DT until fire damage
  • Four Winds spacer.png 4 creatures can stride or fly 1/2 speed
  • Oceans Balm spacer.png touch heal 1d8 HP, 10 minute immunity
  • Tidal Hands spacer.png OVERFLOW 1d8 bludgeoning 30' cone or 2 15' cones. Basic Reflex, push 5' on crit.

Notes

Voz and Calmont - bookstore
Tarinlara - mom
Bumblebrashers - goblins at Citadel Altaerein, led by Helba
Warbal - goblin in Breachill
Leeko - goblin in bugbear room

spacer.png

     
Name
Cold Blast
17; 4
1d20+8;1d8 [9]; [9,4]
Winters Sleet, Cold, DC18 Basic Reflex
6
2d4 2,4
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Arionne Amata - Itinerant Scholarimage.png.6158122ad895e3badf8c1e1661802be9.png

checked-shield.svg AC: 19 health-normal.svg HP: 32/32 |halloween_outline-23-512.png Fortitude: +10 | sprint.svg Reflex: +7 | calm, peace, yoga, serene, serenity, mind, meditate, meditation, peaceful Will: +5 | awareness.svg Perception: +4 |


Arionne surged forward, scales glinting in the torchlight as the strange stone chain formed in her hands. She appeared to wrap it around her arms and shoulders, then in a burst of speed extended her limbs to shoot it through the air like a . It was mesmerizing to watch, but sadly she couldn't get the range right, and missed her foe twice.

OOC

image.png.f10fc36f9752b1a117fad650031a5334.png Conditions: Channel Elements, previously cast Armor in Earth action_single_black.png?v=dm-1

Action 1: Stride to the middle of the hallway next to the first Bird action_single_black.png?v=dm-1
Action 2: Agile melee Elemental Blast via Weapon Infusion action_single_black.png?v=dm-1

Action 3: Agile melee Elemental Blast via Weapon Infusion action_single_black.png?v=dm-1

 

Edited by TheRaconteur (see edit history)
Name
Bludgeoning
10; 6
1d20+8;1d8+3 [2]; [2,3]
Bludgeoning
11; 8
1d20+4;1d8+3 [7]; [7,5]
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Rogue1a.jpeg.4698554afb6f993aefb0b1f5fe017d0b.jpegSyhlas Yaeder (Character sheet) Chaotic Good Human Rogue 2
HP: 27/27 | AC: 19 | Perc +6 | Fort +8 | Ref +10 | Will +10 | Speed: 25 ft.
Active Conditions:

Syhlas follows Arionne down the hallway with the rapier in his right hand. He strikes out at the first bird hoping to catch it off-guard, then he makes a sound trying to mimic the squawking the birds just did to try to confuse it.

 

 

OOC

Action 1: Stride 15 ft straight down the corridor to end next to the first bird

Action 2: Strike the bird vs. flat-footed (Surprise Attack)

Action 3: Feint the bird. If successful the bird is flat-footed until end of my next turn and has -2 to Perception checks and Reflex saves.

 

Edited by Bearlord (see edit history)
Name
Strike with rapier vs. flat-footed
11; 8
1d20+8; 2d6+2 [3]; [3,5,1]
Feint vs. Perception DC
21
1d20+10 11
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Ketu the Ghost

spacer.pngGhost analyzes the scene, closes his eyes, presses a finger to his temple, and then opens his eyes and glares down the hall with a stunning ferocity.

A field of space around each of the birds seems to twist and ripple, and they squawk in pain, as though the unsteady light and shadow were tearing at them.

"Birds underground? That's odd..."

Mechanics

Ketu the Ghost Character Sheet

Perception +3, low-light vision

Defense AC 15, Fortitude +4, Reflex +5, Will +5, hp 15/15

Conditions

Offense class DC 17

dagger +5, 1d4p (agile, finesse, thrown, versatile S)

crossbow +5, 1d8p (20 bolts)

Focus Points 1/2

Actions

1, 2 telekinetic rend on both birds, DC 17

slashing damage, basic Fort save

3 recall knowledge - what are they?

nature

OOC

n/a

 

Edited by foltor (see edit history)
Name
slashing damage, basic Fort save
4
1d6 4
nature
13
1d20+3 10
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spacer.pngThe bird is distracted by Syhlas' feint, which allows it to be hit by Corwyn's elemental blast.

Ketu has never seen birds like these before, and neither has Calmont. He attempts to shoot one, but his shot goes wide.

Round 1 cont'd.

Calmont
:OneAction:Recall Knowledge
:OneAction:Hand Crossbow Strike - Surprise AttackYou spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you., target is off-guard
:OneAction:Reload

@crazncanuck
 

Map

spacer.png

 

Edited by Eagleheart (see edit history)
Name
Reflex saves vs Winter's Clutch
15,19
repeat(1d20+9,2) 6,10
Fort saves vs Telekinetic Rend
24,8
repeat(1d20+6,2) 18,2
Recall Knowledge
13
1d20+5 8
Hand Crossbow Strike + Sneak Attack
10; 6
1d20+8;2d6 [2]; [2,5,1]
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image.jpeg.1bf506b13d468944173e567920351b56.jpegMatilde Canossa (Sheet) Human Cleric 2
HP: 28/28 | AC: 19 | Perception: +8 | Fort: +10 | Ref: +8 | Will: +6 | Speed: 25 ft.
Active Conditions:

Matilde briefly lowers her shield, which the priestess had spent some of the brief interlude on the walk apparently blessing and dedicating to Iomedae, as she catches sight of the strange birds before her. She was only briefly distracted by their plumage before the hostile orders that seemed to echo through the chamber urged her into action. Admittedly, Draconic had always sounded like a pretty hostile tongue, even after she'd actually learned to understand it, but levelling her shield, she then charged with her blade, looking to finally wet her blade.


>Raise Shield
>Stride Right 3
>Strike

Name
Strike
24
1d20+8 16
Slashing
7
1d8+4 3
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spacer.pngThe first bird does a little airborne dance, flapping its iridescent wings in an attempt to confound its attackers. It also tries to wound Matilde with its beak, but it can't punch through her armor.

The second bird flies toward the exit, only to find that Calmont is in its way. It attempts to strike him with its long, blade-like tail, which Calmont manages to avoid.

You hear a door opening and footsteps coming from the north, along with more shouting in Draconic. More enemies are on their way.

Round 1 cont'd.

Bird 1
:TwoActions:Dazzling Display - each creature within 15 feet must attempt a DC 19 Will save. On a critical success, you are unaffected. On a success, you are dazzled for 1 round. On a failure, you are dazzled for 1d4 rounds. On a critical failure, you are confused for 1d4 rounds.
:OneAction:Beak Strike vs Matilde

Bird 2
:TwoActions:Fly x2
:OneAction:Tail Strike vs Calmont

Round 2

@crazncanuck @Bearlord and @foltor are up.
 

Map

spacer.png

 

Edited by Eagleheart (see edit history)
Name
Initiative (Perception) for Toad Man
10
1d20+8 2
Initiative (Perception) for Mandrill Men
19
1d20+6 13
Beak Strike vs Matilde
16; 5
1d20+11;1d10+2 [5]; [5,3]
Tail Strike vs Calmont
18; 10
1d20+11;1d8+3 [7]; [7,7]
Bird 2 Will save
24
1d20+7 17
Bird 2 concealment check
17
1d20 17
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Rogue1a.jpeg.4698554afb6f993aefb0b1f5fe017d0b.jpegSyhlas Yaeder (Character sheet) Chaotic Good Human Rogue 2
HP: 27/27 | AC: 19 | Perc +6 | Fort +8 | Ref +10 | Will +10 | Speed: 25 ft.
Active Conditions: Dazzled (4 rds)

Syhlas is impressed by the bird's dance and flapping of wings. It's so colorful. "Wow that is amazing! Nevertheless I must kill you!"

He tries to strike at the bird with his rapier but bird's strange movements do affect the rogue somewhat. Then Syhlas draws his shortsword to slash at the bird a second time.

"What are those voices? No one friendly I presume!"

 

OOC

Action 1: Strike with rapier at Bird 1 vs. flat-footed (Feint)

Action 2: Draw shortsword

Action 3: Strike with shortsword at Bird 1 vs. flat-footed (Feint)

Reaction: Nimble Dodge; first attack aimed at Syhlas and he can see the attacker. +2 to AC.

 

Edited by Bearlord (see edit history)
Name
Will save
13
1d20+10 3
Dazzled (rounds)
4
1d4 4
Rapier strike vs. Bird 1 (flat-footed)
17; 10
1d20+8;2d6+2 [9]; [9,4,4]
DC 5 flat check (Dazzled)
19
1d20 19
Shortsword strike vs. Bird 1 (flat-footed)
14; 6
1d20+4; 2d6+2 [10]; [10,1,3]
DC 5 flat check (Dazzled)
9
1d20 9
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image.jpeg.1bf506b13d468944173e567920351b56.jpegMatilde Canossa (Sheet) Human Cleric 2
HP: 28/28 | AC: 21* | Perception: +8 | Fort: +10 | Ref: +8 | Will: +6 | Speed: 25 ft.
Active Conditions: Dazzled (4)

Matilde winces at the display of feathers, struggling to see, and it is a sheer effort of will before she can finally steady herself and discern that more foes were indeed coming. "I assume they have the same orders as the birds...but I cannot quite pinpoint them. I suppose it is best to just let them come to us." With that, she turns about to just fling blades at the birds trying to get around their forward line, before readying her shield to receive an attack.


>Raise Shield
>>Needle Darts

Edited by crazncanuck (see edit history)
Name
Will Save
8
1d20+6 2
Hero Point
16
1d20+6 10
Dazzled
4
1d4 4
Concealment Check
18
1d20 18
Needle Darts
12
1d20+8 4
Piercing
9
3d4 3,4,2
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Ketu the Ghost

spacer.pngGhost's eyes go wide as he's surrounded by motes of light reflected off the bird's wings. His expression becomes manic and eager as he tries to snatch the shimmering reflections.

Unbidden, pebbles begin to hover round him, also shooting out at the flickering motes, with no consideration to who he might hit.

Mechanics

Ketu the Ghost Character Sheet

Perception +3, low-light vision

Defense AC 15, Fortitude +4, Reflex +5, Will +5, hp 15/15

Conditions

Offense class DC 17

dagger +5, 1d4p (agile, finesse, thrown, versatile S)

crossbow +5, 1d8p (20 bolts)

Focus Points 1/2

Actions

Will Save

Confused duration

Telekinetic projectile

target randomly determined by GM

OOC

n/a

 

Edited by foltor (see edit history)
Name
Will Save
8
1d20+6 2
Confused duration
4
1d4 4
Telekinetic projectile
9; 5
1d20+8;1d6 [1]; [1,5]
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spacer.pngThe bird is laser-focused on Calmont, even as he tries to distract it with a pair of thrown pebbles. Meanwhile, Arionne is hit by a rather sizable rock thrown by what appears to be a mandrill-person. A second mandrill-person attacks Arionne as well, charging and slashing at her with his(?) sickle.

Round 2 cont'd.

Calmont
:OneAction:Create a Diversion
:OneAction:try to Create a Diversion again
:OneAction:Hand Crossbow Strike

Mandrill 1
:OneAction:Stride
:OneAction:Demoralize vs Arionne
:OneAction:Throw Debris vs Arionne

Mandrill 2
:FreeAction:Shrieking Frenzy - quickened until end of turn
:TwoActions:Stride x2
:TwoActions:Strike x2 vs Arionne

@TheRaconteur and @BobtheWizard are up.
 

Map

spacer.png

 

Edited by Eagleheart (see edit history)
Name
Create a Diversion
14
1d20+9 5
2nd attempt
10
1d20+9 1
Hand Crossbow Strike
21; 1
1d20+8;1d6 [13]; [13,1]
Demoralize vs Arionne
4
1d20 4
Throw Debris
22; 5
1d20+8;1d6+3 [14]; [14,2]
Sickle Strike 1
21; 4
1d20+8;1d4+3 [13]; [13,1]
Sickle Strike 2
24; 6
1d20+4;1d4+3 [20]; [20,3]
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Arionne Amata - Itinerant Scholarimage.png.6158122ad895e3badf8c1e1661802be9.png

checked-shield.svg AC: 19 health-normal.svg HP: 19/32 |halloween_outline-23-512.png Fortitude: +10 | sprint.svg Reflex: +7 | calm, peace, yoga, serene, serenity, mind, meditate, meditation, peaceful Will: +5 | awareness.svg Perception: +4 |


Arionne's eyes widened in surprise as the bird unleashed the dazzling display, but she'd been right in the middle of it, and it left her blinking and rubbing at her eyes. Thus she was perfectly in position to catch the hunk of rock square in the chest, driving her back with a meaty thunk. No sooner had she tried to get her bearings, but another creature was upon her, slashing and cutting and stabbing. Her chain was crumbling to dust in her hands, no longer held together by her will, and she could do nothing but try and fend of the sickle with her hands. Her scales proved insufficient to the challenge, and she was rewarded with a pair of deep slashed along her wrists for her trouble.

She screamed in pain as her discipline snapped, and as she did the chunks of rock at her feet rapidly reformed into another bladed chain. This she whipped up in a wide arc, catching her foe across the jaw. As she did, the weapon ignited, rock boiling away into molten lava. She channeled all her pain and fear into it, sending it snaking up the hallway in a torrent of searing heat and molten chain.

OOC

image.png.f10fc36f9752b1a117fad650031a5334.png Conditions: Channel Elements, previously cast Armor in Earth action_single_black.png?v=dm-1 Dazzled for 3 rounds.

Action 1: Strike #2 with an Elemental BlastHit: +8

Attack Impulse Kineticist Primal

With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.

• Fire 1d6, 60 feet
• Earth 1d8 bludgeoning or piercing, 30 feet

Critical Success The target takes double damage.
Success The target takes full damage.

Level (+4) The damage increases by one die.
action_single_black.png?v=dm-1

Action 2-3: Flying FlameFire Impulse Kineticist Primal

A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times.

Level (+2) The damage increases by 1d6.
 up the hall, Basic DC 18 Ref action_double_black.png?v=dm-1

 

Edited by TheRaconteur (see edit history)
Name
Will Save
13
1d20+5 8
Dazzled Duration
3
1d4 3
Flat Check
13
1d20 13
Slashing Impulse
21; 9
1d20+8;1d8+3 [13]; [13,6]
Flying Flame
4
1d6 4
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Corwyn - Elf Sylph Kineticist 2 Application Sheetspacer.png


AC: 18 | HP: 30/30 | Fortitude: +10 | Reflex: +8 | Will: +6Perception: +4 | R1 Cold | Conditions:


Corwyn ignores the approaching bird for now. Instead he moves forward past the bird to get a better look down the hall. When he sees the three frog-like men approaching and attacking, he dumps more snow and ice into the hallway catching the back two attackers.

"Ah, so that's where the draconic voices came from"

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: Move 3 east and 2 south

Action 2-3: Winters Clutch centered on the SW corner of the square of the last Mandrill in order to cut off their retreat. The whole hallway should be difficult terrain now.

ACTIONS
IMPULSES - DC18, +8
  • Channel Elements spacer.png raise aura, can combine with 1 action stance or 1 action elemental blast
  • Base Kinesis spacer.png 30' light bulk, generate, move or suppress
  • Elemental Blasts spacer.png Air 60' 1d6 slashing or electricity, or Water 30' 1d8 bludgeoning or cold. For 2 actions add CON to damage
  • Winter's Clutch spacer.png 60' 10' burst 2d4 cold and DT until fire damage
  • Four Winds spacer.png 4 creatures can stride or fly 1/2 speed
  • Oceans Balm spacer.png touch heal 1d8 HP, 10 minute immunity
  • Tidal Hands spacer.png OVERFLOW 1d8 bludgeoning 30' cone or 2 15' cones. Basic Reflex, push 5' on crit.

Notes

Voz and Calmont - bookstore
Tarinlara - mom
Bumblebrashers - goblins at Citadel Altaerein, led by Helba
Warbal - goblin in Breachill
Leeko - goblin in bugbear room
     
Edited by BobtheWizard (see edit history)
Name
Winters Sleet, Cold, DC18 Basic Reflex
6
2d4 4,2
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