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Book 1 Ruins of Gauntlight | Chapter 1 A Light in the Fog


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Book 1: Ruins of Gauntlight Chapter 1: A Light in the Fog


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Gauntlight Ruins
Fogfen Swamp
Isle of Kortos
11:20 am
Winter - Fireday (Friday), the 19th day of Abadius (January) 4721 AR

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Upon awakening the next morning, the group makes the twenty-minute trek from the Giant's Wheel to the edge of the Fogfen and then began the two-hour trek towards the old lighthouse known as Gauntlight.
 

 Gauntlight Ruins 

The sound of frogs and mosquitos mixes with water sloshing against muddy shores, all muffled by the ever‑present mists that linger in the aptly named Fogfen. As the mists clear, a shadow looms from the cloying swamp vapors—a sprawling ruin of stone and wood squats atop an island in the soggy marsh. The upper floors have largely collapsed, leaving only the stone walls of the ground floor intact. Above these ruins towers an out‑of‑place monument—a colossal lighthouse whose painted walls and iron‑cased crown have resisted the corrosive effects of the surrounding swamp.


The overgrown trail that you have been following for the last two hours continues forward to the keeps main watchtower, a one-story outbuilding constructed of sturdy stone. The doorframe in the entrance however rotted long ago and only the resemblance of what was left of a door remains.

Distance of your vision was limited to the ever-present fog of the swamp and Gora was quick to point out that the waters in this part of the Fogfen ranged from 10 to 15 feet, so make sure you check water depth before wading into any areas of water.

The walls of the old keep were littered with arrow slits across its front face.

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Gauntlight Ruins
11:20 am
Winter - Fireday (Friday), the 19th day of Abadius (January) 4721 AR


Mode of Play
Exploration
We are in exploration mode, so your turn is not limited to round actions.

No one is on the map above as of yet, you are about a hundred feet south in rows T and U. The tokens on the map are just placeholders.

Please state grid coordinates on the map when moving.

Show Active Maps

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Level 1: Gauntlight Ruins Map
(Click Map for Larger Image)

Show Bookkeeping

PERCEPTION DC'S

Rowan 17 | Gora 16 | Gruuk 15 | Nara 15(scent) | Asafu 14 | Yllaveth 14

INITIATIVE

Not Currently in Use!!

MECHANICS

Not Currently in Use!!

CONDITIONS

Not Currently in Use!!

DESCRIPTIONS

Not Currently in Use!!

ASAFU SAMNU 'THE UNKINDLED"

Hit Points: 20/20
Hero Points: 1/1

GORA GRITGOBBLER

Hit Points: 20/20
Hero Points: 1/1

GRUUK JIT-JIT

Hit Points: 15/15
Hero Points: 1/1

ROWAN & NARA

Hit Points: 17/17
Focus Points: 1/1
Hero Points: 1/1

Nara (panther)
Hit Points: 11/11

YLLAVETH

Hit Points: 16/16
Hero Points: 1/1

 

 

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  Gora Gritgobbler - Goblin Thiefc5a84627ebf8989e4619768514ddfbc4.jpg


AC: 18 |  HP: 20/20 |Class DC: 17 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6  Hero Points: 1/3 | Conditions: None


With a good night's sleep under his belt, Gora was excited to get started and keen to show the others that he knew a thing or two.

Approaching the ruins he pointed out the deep pools, warning all to be wary, then he stopped and almost gasped as the lighthouse loomed into view. He was delighted to finally get the chance to explore it and wanted to run ahead gleefully. But his sensible side kicked in, his father's voice cautioning him against making rash decisions.

"Think I oughta scout ahead" he said quietly to the others, "...them arra slits will make it real painful for us if someone is home!" 

Without further ado he quietly sidled forwards, keeping his eyes peeled for danger.

 



Mechanics

Main Hand: Rapier
Off Hand: Empty

___________________________________________________

Action 1: Move towards the tree at N3?
Action 2: Scouting
Action 3: Also trying to remain stealthy
 

Character Sheet

 

Gora Gritgobbler - Goblin (Unbreakable) Rogue (Thief)

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STATS

Str 10 (+0) Dex 18 (+4) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)
HP 20/20 HD 1d8 AC 18 (leather) Speed 25 ft.

Initiative +0

Resistances: 
Vision: Darkvision
Languages Common, Goblin, Dwarvish
Background Ruin Delver

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WEAPONS

Rapier +7 • Damage 1d6+4 P (deadly d8, disarm, finesse)

Dagger +7 • Damage 1d4+4 P (agile, finesse, thrown 10ft, versatile S)

Light mace +7 • Damage 1d4+4 B (agile, finesse, shove)

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PROFICIENCIES

Proficiency +3

Saving Throws Fortitude: +5 | Reflex: +9 | Will: +6
Tools Thieves' tools, Healers tools
Weapons All simple weapons, unarmed, rapier, sap, shortsword, shortbow
Armor Light armor, unarmored

Skills:

  • Acrobatics +7 (T)
  • Arcana +4 (T)
  • Athletics +3 (T)
  • Crafting +1 (U) 
  • Deception +4 (T)
  • Diplomacy +4 (T)
  • Intimidation +4 (T)
  • Lore: Cavern +4 (T)
  • Lore: Roseguard +4 (T)
  • Medicine +4 (T)
  • Nature +1 (U) 
  • Occultism +4 (T)
  • Performance +1 (U) 
  • Religion +1 (U) 
  • Society +1 (U) 
  • Stealth +7 (T)
  • Survival +4 (T)
  • Thievery +7 (T)

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SKILL FEATS 

Cat Fall

Prerequisites: trained in Acrobatics 

Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Battle Medicine 

Prerequisites: trained in Medicine. 

Requirements: Holding healer's tools, or wearing them and have a hand free

You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

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RACIAL FEATURES + FEATS

Darkvision.

You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.


Unbreakable Goblin.

You’re able to bounce back from injuries easily due to an exceptionally thick skull, cartilaginous bones, or some other mixed blessing. You gain 10 Hit Points from your ancestry instead of 6. When you fall, reduce the falling damage you take as though you had fallen half the distance.

Bouncy Goblin.

You have a particular elasticity that makes it easy for you to bounce and squish. You gain the trained proficiency rank in Acrobatics (or another skill of your choice, if you were already trained in Acrobatics). You also gain a +2 circumstance bonus to Acrobatics checks to Tumble Through a foe’s space.

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CLASS FEATURES + FEATS

Sneak Attack.

When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack.

You 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.

Thief Racket.

When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

Nimble Dodge.

Trigger: A creature targets you with an attack and you can see the attacker. Requirements: You are not encumbered.

You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Equipment

 

General Inventory 
Adventurer's Pack 

2 belt pouches

Healer's Tools 
Thieves' Tools 

Arms and Armor
Leather

Rapier

2 x Dagger

Light Mace


Coin Purse
Platinum: 0
Gold: 
Electrum: 0
Silver: 2
Copper: 0

Encumbrance

Max Load: 10

Encumbered 5

Current Weight: 4.4

 

 

 

Edited by MysteriousMiller (see edit history)
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Yllaveth (Fetchling Witch 1, NG)WtZf5X5.png


AC: 15 |  HP: 16/16 |  Perception: +4 | Fort: +5 | Ref: +5 | Will: +6 Hero Points:: 1/1 | Conditions: None


Sounds good, but don't go too far without us. 

She whispers to her moth and sends it fluttering ahead, passing in an arc under the tree to the southeast of the ruined outbuilding, past the rotted door of the outbuilding, under the tree to the southwest and then back to her to report on what it saw. 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: She directs her familiar to AA1, then up around to U5, back down to O3 and back to her. 

     

 

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Asafu Samnu 'The Unkindled'  (Human (Ifrit) • Pilgrim (Pilgrim's Token) • Champion 1)spacer.png


AC: 17 |  HP: 20/20 |  Perception: +4 | Fort: +7 | Ref: +3 | Will: +6  Hero Points:: 1/3 | Conditions: None


 

Anticipation and excitement had made it difficult for Asafu to find the peace of sleep. So he had risen early, checking his kit and gear before meeting with the rest at the appointed time. The track through the wilderness had been smooth, and Asafu had filled the silence with conversation. Telling stories of his past exploits as an apprentice within his order. Enlivening the trip with good humour where he could. 

 

 Despite the fog, he kept his good cheer until the gloomy silhouette of the Gauntlight ruins was finally in view. He noted Gora's comment about the watery depths - though the Garundi had no intention of wading into the swamp if he could avoid it. He had had precious little experience swimming through bodies of water in his native desert home. The little goblin was already slipping away as he mentioned scouting ahead. It seemed to Asafu risky to split up so soon, but he'd have to trust the goblin knew what he was about.

 

 Frowning at the ruins, Asafu shrugged his shield from his back and slipped it into the grasp of his left hand. His other fist found his curved-bladed scimitar, the sword hissing free of its leather-bound scabbard. Unconsciously the flames that wreathed his frame flickered brightly as if issuing an unspoken challenge to the mist-shrouded landscape about them. He kept to the front of the group as if to shield them from the eerie atmosphere resonating from the ruins' depths.

 

 Unquieted by their surroundings and wishing to fill the silence, he asked no one in particular, "so, does anyone know much about these ruins? These forgotten stones seem to have the look of a story about them..."

 


Mechanics

Main Hand: Scimitar 
Off Hand: Shield


Action 1: Equip the shield

Action 2: Manipulate weapon free.
Action 3: Will move to U-1 when possible.

 

Exploration Activity: 

  • DefendSource Core Rulebook pg. 479 4.0
    You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of Raising a Shield before your first turn begins.

 

     

 

 

 

Edited by GreekFire (see edit history)
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