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Group B chapter 3 Stone Cast Shadows continued from OGMW


LDDragon

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Armenga Olulo - Thaumaturge 3


HP: 38/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0

Perception: +7 | Fort: +8 | Ref: +8 | Will: +7

Conditions | Consumables | Spells | Skills | School


Armenga runs forward into the room just to the edge of the grease. Outnumbered as they are, and given their past experience with these creatures, she doesn't pause to negotiate. She summons her nascent magic, dropping rocks from the cave ceiling onto two of the gremlins below.

OOC/Actions

Other: 

Free:

Action 1: Move 20'

Action 2: Scatter Scree DC19, targets marked with dark red squares

Action 3: 

Reaction: Recognize Spell

Exploration Activity:

Bonuses and Abilities

-Mirror's Reflection

-Exploit Vulnerability

-Implement's Empowerment
-Dubious Knowledge

-Diverse Lore

-Intimidating Glare

-Scroll Thaum

-Steeped in History

-Talisman Esoterica

-Toughness

Gear

Worn

-Backpack

-Belt Pouch

-School Robes

-Bracelet of Dashing

-Breastplate

 

Weapons

-Dagger

-Whip

-Leiomano

-+1 War Razor

 

Containers

Backpack

-Extendable Pincers

-Feather Token (Chest)

-Feather Token (Ladder)

-Grappling Hook

-Net

-Repair Kit

-Rope, 50'

-2x Sacks

-Soap

-2x Torches

-Waterskin

-Writing Set

Belt/Pouch

-Antidote

-10x Chalk

-2x Healing Potion, minor

-Flint and Steel

-3x Oil Pints

-Signal Whistle

-Silver Ring (40gp)

-2x Empty Vials

-1gp, 10sp, 8cp

 

Dormitory

-Bedroll

-Crafter's Book

-2x Rations (1w)

-3x Sacks

-3x Torches

Edited by Kistler (see edit history)
Name
Scatter Scree Damage
10
2d4+4 3,3
A little too late initiative
17
1d20+7 10
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Zyrel (Ekujae Rogue)spacer.png


AC: 20 | HP: 27/27 | Perception: +9 (Initiative +2) | F: 4 R: 11 W: 9 | Conditions: none| Class DC:19| Spell DC: 18  | Sheet


Zyrel eases up behind Armenga as she describes what lies in the room beyond. He grins crookedly and nocks an arrow as the others ready their assault. No sooner has Joseph breached the door than Zyrel fires an arrow at the nearest gremlin. Not even bothering to watch the arrow fly, Zyrel flattens himself along the wall just long enough for his charging teammates to distract the gremlins, then fires again, though the second shot, rushed into cramped quarters as it is, has no chance of hitting the now alerted enemy.

 


Mechanics

Main Hand: Bow
Off Hand: Empty


Action 1: Strike
Action 2: Hide
Action 3: Strike

Potential Reaction:

     

 

Spells

Cantrips Prepared: Acid Splash, Scatter Scree, Shield, Message, Mage Hand, Gouging Claw

Cantrips Known: Scatter Scree, Acid Splash, Prestidigitation, Read Aura, Daze, Gouging Claw, Mage Hand, Ghost Sounds, Shield

 

 

     
 
     
Name
initiative (Stealth)
33
1d20+14 19
Strike 1 (Bow)
26
1d20+10 16
damage with sneak attack
2; 3
1d6;1d6 [2]; [2,3]
Stealth
27
1d20+12 15
Strike 2(Bow)
11
1d20+5 6
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Myimp6i.jpg
Clankerton Ratchet (Anvil Dwarf Inventor - Armor Innovation 3)

checked-shield.svg : 19 + 2 shield | health-normal.svg : 40 /40 | awareness.svg +7 | caduceus.svg :+9 body-balance.svg :+5 meditation.svg :+9 | walking-boot.svg : 20ft

Conditions: none | Exploration Mode Default: Search


Clankerton was pleased to be underground again. The rock here was not the most interesting he had seen but..

Oh! His companions were in battle and he'd been too busy dwarfing. Raising his shield he rushed forward to the edge of the grease and lashed out at the gremlin.

OOC

Action 1: Raise shield
Action 2: Stride
Action 3: Axe attack

 

Statblck

Clankerton Ratchet - Inventor 3


CG, Medium, Dwarf, Anvil Dwarf, Humanoid

Perception +7; Darkvision
Languages Common, Draconic, Dwarven, Elven, Orcish
Skills Acrobatics +0, Arcana +8, Athletics +10, Crafting +10, Lore: Academia +8, Lore: Local Terrain +8, Medicine +7, Nature +7, Religion +7, Society +8, Stealth +5, Survival +7, Thievery +5
Str +3, Dex +0, Con +2, Int +3, Wis +2, Cha -1
Items Inventor Power Suit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools, Healer's Tools, Basic Crafter's Book, Repair Kit, Alchemist's Lab, Artisan's Tools, Alchemist's Tools, Bracers of Missile Deflection, Antidote (Lesser) (2), Steel Shield (Hardness 5, HP 20, BT 10)


AC 19 (+21 with shield raised); Fort +9, Ref +5, Will +9
HP 40
Shield Block action_reaction.png
Bracers of Missile Deflection action_reaction.png


Speed 20 feet
Melee +1 Dwarven War Axe +9 (Dwarf, Sweep, Two-Hand d12, Uncommon, Magical), Damage 1d8+3 S
Melee Light Hammer +8 (Agile, Thrown 20 ft.), Damage 1d6+3 B
Ranged Clan Pistol +5 (Uncommon, Concussive, Dwarf, Fatal d10), Damage 1d6 P
Battle Medicine action_single.png
Explosive Leap action_single.png
Searing Restoration action_single.png
Explode action_double.png
Overdrive action_single.png
Antidote (Lesser) action_single.png
Arcane Prepared Spells DC 18, attack +8; Cantrips Time Sense, Electric Arc
Additional Feats Anvil Dwarf, Crafter's Appraisal, Dwarven Weapon Familiarity, Inventor, Magical Crafting, Specialty Crafting, Wizard Dedication
Additional Specials Arcane School, Expert Overdrive, Innovation (Armor Innovation), Peerless Inventor, Reconfigure, Wizard Archetype Arcane School (Abjuration)


Notes: From a line of famous smiths in Dongun Hold, Clankerton has been fascinating with creating things since a young age. And sometimes destroying them. Whenever he is deep in thought, or otherwise preoccupied, Clankerton will absentmindedly construct/desctrut things as he thinks. An inquisitive soul, he is always asking questions to understand how things work, or why things are the way they are. Clankerton likes to build and create as a way to help others and the communities in which he lives. He loves seeing the looks of amazement on the faces of others whenever he builds something new and wonderful. Clankerton's main flaw is that when he tries to explain something to otheres he usually ends up speaking too quickly and very few can follow and understand him. Relatively tall for a dwarf, Clankerton keeps his beard trimmed short and out of the way. One can't be too careful with getting it trapped in a new creation. He keeps his black hair thick and brushed back so his bright green eyes can see what they are doing. Often slow to respond emotionally, he nonetheless has a bright smile that comes out when he is interested in something. When concentrating Clankerton has a habit of sticking his tongue half out of his mouth. His family had tried to sponsor his entry into the Magaambya to see if learning magic can add value to the family trade. He was unfortunately refused as it was unclear what alignment modern technology had with the teachings of Old Jatembe. They switched focus into getting him into the Blythir College in Arkenstar. He was accepted but recently... expelled in suspicious and frustrating circumstances.

Name
Axe attack
17
1d20+9 8
slashing damage
7
1d8+3 4
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C10. War Room

Averaged NPC initiatives

Mitflit1 reflex vs Joseph grease

Mitflit2 reflex vs Joseph grease

Gnagraf reflex vs Joseph grease

Mitflit1 reflex vs Armenga scatter scree

Gnagraf reflex vs Armenga scatter scree

Jinkin shortsword vs Clankerton

Shortsword damage

Mitflit 2 dart vs Armenga

Dart damage

Mitflit 3 shortsword vs Clankerton

Shortsword damage

 

Joseph thrusts his cane towards one of the mites, sending a ball of grease hurtling through the air, which hits the mite and splashes the area around it. The closest mitflit and the gnagraf both fall over, slipping in the grease. The second mitflit wheels its arms comically but manages to keep upright.

Armenga runs forward to the edge of the grease, summoning nascent magic and causing rocks to fall and a mitflit to die, as the stones fall onto its head, leaving a bloody and fatal wound. The gnagraf is also fails to dodge, and it hit by the falling debris.

Zyrel shoots the gnagrif, then flattens against the wall and waits for companions to rush in. Accidently shoots the wall on the second attempt.

Clankerton readies his shield and rushes in. Seeing his original target already downed, he gets ready to hit the next opponent that comes within reach.*

 

The gnagrif stands up, and carefully steps beside Armenga and Clankerton. The dwarf swings at the foe, but it just barely manages to avoid the attack, dodging back. It then takes out a hammer, getting ready to hit with it.

The jinkin moves around to Clankerton, drawing a short sword and attempting to stab him in the leg with it.

The second mitflit goes under the table, giving it cover, then draws a dart and throws it at Armenga.

The third mitflit moves up to Clankerton, taking out a short sword and thrusting it at the dwarf.

Binji, the lice infested grimple gremlin, stays in the corner. It looks as if she does not wish to fight.

 

 

 

Map 4, current

 

 

Map 3


Map 2

 

ooc

* Readying is usually 2 actions instead of 1, but I think this interpretation is my preferred way of doing things so he does not waste an action due to changed circumstances from the nature of pbp.

 

All NPCs have gone.

All PCs may act, in any order.

 

Initiative order. For this particular time, I might change to make it easier, and average what the PCs rolled as well.

 

33 Zyrel

20 Joseph and Mischief

20 Gnagrif

20 Jinkin

20 Mitflit 1

20 Mitflit 2

20 Mitflit 3

20 Binji

17 Armenga, assumed.

17 Clankerton, assumed.

 

So averaged PC initiative is around 22.

Averaged NPC iniative is 20.

ALL PCS ACT

THEN ALL NPCS ACT

THEN ALL PCS etc.

 

 

Gnagrif DC 16 for Exploit Vulnerability.

Total damage 15. Made up of 10 from Armenga scatter scree. 5 from Zyrel shooting.

 

Jinkin DC 15 for Exploit Vulnerability.

 

Mitflit 1 DC 14 for Exploit Vulnerability.

DEAD. Total damage 10. Made up of 10 from Armenga scatter scree.

 

Mitflit 2 DC 14 for Exploit Vulnerability.

 

Mitflit 3 DC 14 for Exploit Vulnerability.

 

Binji DC 14 for Exploit Vulnerability.

 

 

 

 

 

 

 

C1. Staging Room            Low 3

The wooden wall panels in this long, low room have been broken apart in four places to reveal narrow passages burrowed into the stone. The railing which spans the walls and the low rail in the middle hint that this room once served as a dance studio. Several desks have been relocated here with a few books and papers; more papers nailed to the wood near each entrance feature hastily sketched maps.

C2. Wet Hollow
Both of the southwestern tunnels from area C1 descend steeply into this room, as does the tunnel from area C3. The room has several puddles of murky, standing water. Some type of crustacean is mostly submerged in one of the puddles; most of the creature’s head is missing.

 

The dead vexgit wears a silver ring worth 40 gp as a bracelet. The heroes find it automatically if they remove the creature’s corpse from the puddle.

 

C3. Massive Mushroom
This large, irregular cavern has moisture dripping down the walls and a narrow tunnel leading up to the north. A large, blue, glowing mushroom faintly illuminates the space.

It’s roughly the size and width of a dwarf. The mushroom has plainly been gnawed at a bit.

 

DC 15 Nature check knows that it isn’t harmful; on a critical success, the hero realizes that eating it will aid primal spellcasters.

 

The mushroom bears a strange enchantment that interacts with those capable of casting primal spells. Anyone eating a piece of the mushroom is imbued with restorative magic. For the next hour, when the imbiber casts a non-cantrip primal spell that targets only one creature, they can choose to restore 1d6 Hit Points per spell level to the target in addition to the spell’s normal effects; this is a healing effect. A creature can only gain this benefit from the mushroom once per day.

 

 

C8

Table 10-5: DCs by Level

Level DC
0 14
1 15
2 16
3 18
4 19
5 20

 

 

 

 

Edited by LDDragon (see edit history)
Name
Averaged NPC initiatives
20
1d20+5 15
Mitflit1 reflex vs Joseph grease
16
1d20+7 9
Mitflit2 reflex vs Joseph grease
25
1d20+7 18
Gnagraf reflex vs Joseph grease
12
1d20+10 2
Mitflit1 reflex vs Armenga scatter scree
13
1d20+7 6
Gnagraf reflex vs Armenga scatter scree
14
1d20+10 4
Jinkin shortsword vs Clankerton
24
1d20+9 15
Shortsword damage
3
1d6-2 5
Mitflit 2 dart vs Armenga
20
1d20+8 12
Dart damage
3
1d4-1 4
Mitflit 3 shortsword vs Clankerton
24
1d20+8 16
Shortsword damage
2
1d6-1 3
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Armenga Olulo - Thaumaturge 3


HP: 38/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0

Perception: +7 | Fort: +8 | Ref: +8 | Will: +7

Conditions | Consumables | Spells | Skills | School


Armenga flashes her mirror, holding it out like a crux. An image of her appears behind the gremlin attacking Clankerton to the south. Her alternate self studies her opponent for a moment, then slashes at it with her razor.

OOC/Actions

Other: 

Free:

Action 1: Mirror' Reflection

Action 2: Exploit Vuln on the jinkin, crit success -> learn all weakness/ resistance

Action 3: Strike, with mortal weakness or personal antithesis, whichever causes more damage. 3 from PA added in already. 11 slashing damage, possibly crit for 28.

Reaction: Recognize Spell

Exploration Activity:

Bonuses and Abilities

-Mirror's Reflection

-Exploit Vulnerability

-Implement's Empowerment
-Dubious Knowledge

-Diverse Lore

-Intimidating Glare

-Scroll Thaum

-Steeped in History

-Talisman Esoterica

-Toughness

Gear

Worn

-Backpack

-Belt Pouch

-School Robes

-Bracelet of Dashing

-Breastplate

 

Weapons

-Dagger

-Whip

-Leiomano

-+1 War Razor

 

Containers

Backpack

-Extendable Pincers

-Feather Token (Chest)

-Feather Token (Ladder)

-Grappling Hook

-Net

-Repair Kit

-Rope, 50'

-2x Sacks

-Soap

-2x Torches

-Waterskin

-Writing Set

Belt/Pouch

-Antidote

-10x Chalk

-2x Healing Potion, minor

-Flint and Steel

-3x Oil Pints

-Signal Whistle

-Silver Ring (40gp)

-2x Empty Vials

-1gp, 10sp, 8cp

 

Dormitory

-Bedroll

-Crafter's Book

-2x Rations (1w)

-3x Sacks

-3x Torches

Edited by Kistler (see edit history)
Name
Exploits the grem
26
1d20+11 15
Strike on flanked jink
26; 11
1d20+9;1d4+9 [17]; [17,2]
Deadly d8 damage
6
1d8 6
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Zyrel (Ekujae Rogue)spacer.png


AC: 20 | HP: 27/27 | Perception: +9 (Initiative +2) | F: 4 R: 11 W: 9 | Conditions: none| Class DC:19| Spell DC: 18  | Sheet


Zyrel darts forwards and studies the room, focusing on the gremlin he already hit. He successfully identifies it as a gnagrif and fires, striking a supposedly weak point, though the effect was less than he hoped.

 


Mechanics

Main Hand: Bow
Off Hand: Empty


Action 1: Stride
Action 2: Recall Knowledge (nature, gnagrif) success, enemy flatfooted to me until next turn
Action 3: Strike

Potential Reaction:

     

 

Spells

Cantrips Prepared: Acid Splash, Scatter Scree, Shield, Message, Mage Hand, Gouging Claw

Cantrips Known: Scatter Scree, Acid Splash, Prestidigitation, Read Aura, Daze, Gouging Claw, Mage Hand, Ghost Sounds, Shield

 

 

     
 
     
Name
RK Nature
21
1d20+7 14
attack, bow
27
1d20+10 17
damage with sneak attack
4
2d6 2,2
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IqxtYSd.jpgJoseph Curwen Human Arcanist 3 | Neutral | Application | Sheet
checked-shield.svgAC: 16 | health-normal.svg HP: 29/29 sprint.svg Perception: +8 | awareness.svg Fort: +6 | Ref: +6 | Will: +10

Hero Points:: 1/3 |
WIZARD DC: 19 | Cantrips | Level 1 Spells: 1/2 | Level 2 Spells: 2/2 |

DRUID DC: 18 | CantripsRead Aura
Scatter Scree (Ref DC 18, 2d4 + 3 P)
|
Drain Bonded Item: L1 | L2 |
Battle Medicine (DC 15; 2d8)
Magic Items::
Scrolls
Current Effects: Light (20' Radius); Grease (9 Rnds)





Joseph and Mischief move up. The arcanist snaps his fingers and sends a jolt of lightning betwixt the two closest meeps.

 


Mechanics

Reaction: Recognize SpellPrerequisites: trained in Arcana, Nature, Occultism, or Religion

Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.

If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success: You correctly recognize the spell.
Failure: You fail to recognize the spell.
Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice.

Action 1 + 2 Electric Arc (Ref Save DC 19)Cantrip 1
Arcane, Cantrip, Electricity, Evocation
Traditions: Arcane
Cast: somatic, verbal
Range: 30 feet
Targets: 1 or 2 creatures
Saving Throw: basic Reflex
DC: 19

Description
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.

Critical Success The creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage.
Critical Failure The creature takes double damage.
vs the two closest for E Damage

Action 3: Move Up

OOC

None

Misc

Skills

Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆


Lore +9 | Arcana +9 | Crafting +9

Intimidation +5 | Lore (Academia) +9 | Lore (Ancient History)

Lore (Library) +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10

Nature +8 | Occultism +9 | Religion +8

Society +9

 

   

 

 

Edited by r0llcage (see edit history)
Name
E Damage
7
2d4+4 2,1
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Myimp6i.jpg
Clankerton Ratchet (Anvil Dwarf Inventor - Armor Innovation 3)

checked-shield.svg : 19 + 2 shield | health-normal.svg : 35 /40 | awareness.svg +7 | caduceus.svg :+9 body-balance.svg :+5 meditation.svg :+9 | walking-boot.svg : 20ft

Conditions: Overdrive (+3 dmg for 1 min) | Exploration Mode Default: Search


Clankerton grimaced with annoyance as the blades of the gremlins found gaps in his suit and drew blood. Raising his shield he thumbed his suits powering mechanism. THe grimace turned into a self-satisfied grin through his bushy beard as his suit thrummed to life. He swung his axe heavily at the gremlin to his south hoping the presence of Armie behind it would distract it from the mechanically enhanced super-blow

OOC

Action 1: Raise shield
Action 2: Overdrive
Action 3: Axe strike

 

Statblck

Clankerton Ratchet - Inventor 3


CG, Medium, Dwarf, Anvil Dwarf, Humanoid

Perception +7; Darkvision
Languages Common, Draconic, Dwarven, Elven, Orcish
Skills Acrobatics +0, Arcana +8, Athletics +10, Crafting +10, Lore: Academia +8, Lore: Local Terrain +8, Medicine +7, Nature +7, Religion +7, Society +8, Stealth +5, Survival +7, Thievery +5
Str +3, Dex +0, Con +2, Int +3, Wis +2, Cha -1
Items Inventor Power Suit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools, Healer's Tools, Basic Crafter's Book, Repair Kit, Alchemist's Lab, Artisan's Tools, Alchemist's Tools, Bracers of Missile Deflection, Antidote (Lesser) (2), Steel Shield (Hardness 5, HP 20, BT 10)


AC 19 (+21 with shield raised); Fort +9, Ref +5, Will +9
HP 40
Shield Block action_reaction.png
Bracers of Missile Deflection action_reaction.png


Speed 20 feet
Melee +1 Dwarven War Axe +9 (Dwarf, Sweep, Two-Hand d12, Uncommon, Magical), Damage 1d8+3 S
Melee Light Hammer +8 (Agile, Thrown 20 ft.), Damage 1d6+3 B
Ranged Clan Pistol +5 (Uncommon, Concussive, Dwarf, Fatal d10), Damage 1d6 P
Battle Medicine action_single.png
Explosive Leap action_single.png
Searing Restoration action_single.png
Explode action_double.png
Overdrive action_single.png
Antidote (Lesser) action_single.png
Arcane Prepared Spells DC 18, attack +8; Cantrips Time Sense, Electric Arc
Additional Feats Anvil Dwarf, Crafter's Appraisal, Dwarven Weapon Familiarity, Inventor, Magical Crafting, Specialty Crafting, Wizard Dedication
Additional Specials Arcane School, Expert Overdrive, Innovation (Armor Innovation), Peerless Inventor, Reconfigure, Wizard Archetype Arcane School (Abjuration)


Notes: From a line of famous smiths in Dongun Hold, Clankerton has been fascinating with creating things since a young age. And sometimes destroying them. Whenever he is deep in thought, or otherwise preoccupied, Clankerton will absentmindedly construct/desctrut things as he thinks. An inquisitive soul, he is always asking questions to understand how things work, or why things are the way they are. Clankerton likes to build and create as a way to help others and the communities in which he lives. He loves seeing the looks of amazement on the faces of others whenever he builds something new and wonderful. Clankerton's main flaw is that when he tries to explain something to otheres he usually ends up speaking too quickly and very few can follow and understand him. Relatively tall for a dwarf, Clankerton keeps his beard trimmed short and out of the way. One can't be too careful with getting it trapped in a new creation. He keeps his black hair thick and brushed back so his bright green eyes can see what they are doing. Often slow to respond emotionally, he nonetheless has a bright smile that comes out when he is interested in something. When concentrating Clankerton has a habit of sticking his tongue half out of his mouth. His family had tried to sponsor his entry into the Magaambya to see if learning magic can add value to the family trade. He was unfortunately refused as it was unclear what alignment modern technology had with the teachings of Old Jatembe. They switched focus into getting him into the Blythir College in Arkenstar. He was accepted but recently... expelled in suspicious and frustrating circumstances.

Edited by allefgib (see edit history)
Name
craft to activate overdrive DC18
28
1d20+10 18
axe strike
15
1d20+9 6
strike above vs FF AC, slashing dmg
11
1d8+3+3 5
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Zyrel deadly die from crit

Gnagrif reflex vs Joseph lightning arc

Mitflit 3 reflex vs Joseph lightning arc

Mitflit 2 shortsword vs Armengas reflection

Damage

 

Armenga holds up her mirror, creating an image of her behind the gremlin attacking Clankerton. It then proceeds to slash that gremlin in the back, causing a nasty wound. The jinkin falls over and stops moving, a pool of blood forming beneath it.

 

Zyrel darts forward, and aiming carefully, shoots past Armenga to hit the gnagrif, managing to hit it in a sensitive area.

 

Joseph moves up, snapping his fingers and causing electric blue lightning to arc between the two closest opponents. The gnagrif, having just been shot by Zyrel, fails to dodge. It moves uncontrollably from the lightning, before falling to the ground, smoke rising from it. The third mitflit is a little more alert, managing to avoid some of the damage.

 

Clankerton raises his shield and sends his suit into overdrive, as he swings his axe heavily. Realizing that the jinkin to the south is dead, he instead switches to attack the third mitflit nearby. He hits the mitflit, cutting it down so heavily that it crashes into the table with a CRACK! then lays still.

 

The second mitflit moves out from under the table, taking out a shortsword and attempting to hit Armengas reflection with it.

 

Binji waits in the corner, nervously wringing her hands together on the hem of her burlap tunic. She opens her mouth to start talking with people, then closes it again as she realizes there is still one mitflit left.

 

There are sounds from the northwest as it seems like someone is approaching.

 

Map 4, current

 

 

Map 3


Map 2

 

Click to see ooc

All NPCs have gone.

All PCs may act, in any order.

 

Initiative order. For this particular time, I might change to make it easier, and average what the PCs rolled as well.

 

33 Zyrel

20 Joseph and Mischief

20 Gnagrif

20 Jinkin

20 Mitflit 1

20 Mitflit 2

20 Mitflit 3

20 Binji

17 Armenga, assumed.

17 Clankerton, assumed.

 

So averaged PC initiative is around 22.

Averaged NPC iniative is 20.

ALL PCS ACT

THEN ALL NPCS ACT

THEN ALL PCS etc.

 

 

Gnagrif DC 16 for Exploit Vulnerability.

DEAD. Total damage 35. Made up of 10 from Armenga scatter scree. 5 from Zyrel shooting. 8 from Zyrel critting plus 5 from deadly. 7 from Joseph lightning arc.

 

Jinkin DC 15 for Exploit Vulnerability.

DEAD. Total damage 28. Made up of 28 from Armenga critting it with razor.

 

Mitflit 1 DC 14 for Exploit Vulnerability.

DEAD. Total damage 10. Made up of 10 from Armenga scatter scree.

 

Mitflit 2 DC 14 for Exploit Vulnerability.

 

Mitflit 3 DC 14 for Exploit Vulnerability.

DEAD. Total damage 14. Made up of 3 from Joseph lightning arc. 11 from Clankerton axe.

 

Binji DC 14 for Exploit Vulnerability.

 

 

 

 

 

 

 

C1. Staging Room            Low 3

The wooden wall panels in this long, low room have been broken apart in four places to reveal narrow passages burrowed into the stone. The railing which spans the walls and the low rail in the middle hint that this room once served as a dance studio. Several desks have been relocated here with a few books and papers; more papers nailed to the wood near each entrance feature hastily sketched maps.

C2. Wet Hollow
Both of the southwestern tunnels from area C1 descend steeply into this room, as does the tunnel from area C3. The room has several puddles of murky, standing water. Some type of crustacean is mostly submerged in one of the puddles; most of the creature’s head is missing.

 

The dead vexgit wears a silver ring worth 40 gp as a bracelet. The heroes find it automatically if they remove the creature’s corpse from the puddle.

 

C3. Massive Mushroom
This large, irregular cavern has moisture dripping down the walls and a narrow tunnel leading up to the north. A large, blue, glowing mushroom faintly illuminates the space.

It’s roughly the size and width of a dwarf. The mushroom has plainly been gnawed at a bit.

 

DC 15 Nature check knows that it isn’t harmful; on a critical success, the hero realizes that eating it will aid primal spellcasters.

 

The mushroom bears a strange enchantment that interacts with those capable of casting primal spells. Anyone eating a piece of the mushroom is imbued with restorative magic. For the next hour, when the imbiber casts a non-cantrip primal spell that targets only one creature, they can choose to restore 1d6 Hit Points per spell level to the target in addition to the spell’s normal effects; this is a healing effect. A creature can only gain this benefit from the mushroom once per day.

 

 

C8

Table 10-5: DCs by Level

Level DC
0 14
1 15
2 16
3 18
4 19
5 20

 

 

 

 

Edited by LDDragon (see edit history)
Name
Zyrel deadly die from crit
5
1d10 5
Gnagrif reflex vs Joseph lightning arc
14
1d20+10 4
Mitflit 3 reflex vs Joseph lightning arc
20
1d20+7 13
Mitflit 2 shortsword vs Armengas reflection
21
1d20+8 13
Damage
2
1d6-1 3
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Armenga Olulo - Thaumaturge 3


HP: 36/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0

Perception: +7 | Fort: +8 | Ref: +8 | Will: +7

Conditions | Consumables | Spells | Skills | School


Armenga reflects herself around the room again, this time appearing behind the miflit that just struck her. Both Armenga's look for an opening, and both strike, though only the one standing behind the creature is truly there, cutting it down with her razor.

OOC/Actions

Other: 

Free:

Action 1: Mirror's Reflection

Action 2: Exploit Vuln on the miflit (success, personal antithesis)

Action 3: Strike (success, 11 slashing damage)

Reaction: Recognize Spell

Exploration Activity:

Bonuses and Abilities

-Mirror's Reflection

-Exploit Vulnerability

-Implement's Empowerment
-Dubious Knowledge

-Diverse Lore

-Intimidating Glare

-Scroll Thaum

-Steeped in History

-Talisman Esoterica

-Toughness

Gear

Worn

-Backpack

-Belt Pouch

-School Robes

-Bracelet of Dashing

-Breastplate

 

Weapons

-Dagger

-Whip

-Leiomano

-+1 War Razor

 

Containers

Backpack

-Extendable Pincers

-Feather Token (Chest)

-Feather Token (Ladder)

-Grappling Hook

-Net

-Repair Kit

-Rope, 50'

-2x Sacks

-Soap

-2x Torches

-Waterskin

-Writing Set

Belt/Pouch

-Antidote

-10x Chalk

-2x Healing Potion, minor

-Flint and Steel

-3x Oil Pints

-Signal Whistle

-Silver Ring (40gp)

-2x Empty Vials

-1gp, 10sp, 8cp

 

Dormitory

-Bedroll

-Crafter's Book

-2x Rations (1w)

-3x Sacks

-3x Torches

Edited by Kistler (see edit history)
Name
Exploit Vuln on the Mif
17
1d20+12 5
Strike at the flanked mif
22; 11
1d20+9;1d4+9 [13]; [13,2]
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Zyrel (Ekujae Rogue)spacer.png


AC: 20 | HP: 27/27 | Perception: +9 (Initiative +2) | F: 4 R: 11 W: 9 | Conditions: none| Class DC:19| Spell DC: 18  | Sheet


Seeing that the situation inside the room is well in hand, Zyrel turns his attention to the approaching sounds. He flattens himself against the wall and slips past Joseph with a quick nod, vanishing into the shadows of the rough tunnel surface.

 


Mechanics

Main Hand: Bow
Off Hand: Empty


Action 1: Hide
Action 2: Sneak
Action 3: Seek

Potential Reaction:

     

 

Spells

Cantrips Prepared: Acid Splash, Scatter Scree, Shield, Message, Mage Hand, Gouging Claw

Cantrips Known: Scatter Scree, Acid Splash, Prestidigitation, Read Aura, Daze, Gouging Claw, Mage Hand, Ghost Sounds, Shield

 

 

     
 
     
Name
Hide Stealth
29
1d20+12 17
Sneak Stealth
28
1d20+12 16
seek
28
1d20+9 19
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IqxtYSd.jpgJoseph Curwen Human Arcanist 3 | Neutral | Application | Sheet
checked-shield.svgAC: 16 | health-normal.svg HP: 29/29 sprint.svg Perception: +8 | awareness.svg Fort: +6 | Ref: +6 | Will: +10

Hero Points:: 1/3 |
WIZARD DC: 19 | Cantrips | Level 1 Spells: 1/2 | Level 2 Spells: 2/2 |

DRUID DC: 18 | CantripsRead Aura
Scatter Scree (Ref DC 18, 2d4 + 3 P)
|
Drain Bonded Item: L1 | L2 |
Battle Medicine (DC 15; 2d8)
Magic Items::
Scrolls
Current Effects: Light (20' Radius); Grease (8 Rnds)





"This is going better than the last time we faced these things!" Joseph strides forth. Once the remaining hostile book-burner comes in to site, he stops, tapping a small rock with his cane. The tap is gentle, but with a loud 'crack', the rock hurtles towards the mitflit.

 


Mechanics

Reaction: Recognize SpellPrerequisites: trained in Arcana, Nature, Occultism, or Religion

Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.

If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success: You correctly recognize the spell.
Failure: You fail to recognize the spell.
Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice.

Action 1: Stride.

Action 2 + TK ProjectileCantrip 2
Arcane, Attack, Cantrip, Evocation
Traditions: Arcane
Cast: somatic, verbal
Range: 30 feet
Targets: 1 creature
Attack Bonus: 8

Description
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.

Heightened (+1) The damage increases by 1d6.

Critical Success You deal double damage.
Success You deal full damage.
 vs the final hostile morb. Attack Roll for B Damage

 

OOC

Use the second "B Damage" roll, accidently rolled the wrong die size first time around. Don't know how to delete the unneeded dice :P

Misc

Skills

Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆


Lore +9 | Arcana +9 | Crafting +9

Intimidation +5 | Lore (Academia) +9 | Lore (Ancient History)

Lore (Library) +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10

Nature +8 | Occultism +9 | Religion +8

Society +9

 

   

 

 

Edited by r0llcage (see edit history)
Name
Attack Roll
22
1d20+9 13
B Damage
8
2d4+4 2,2
B Damage
10
2d6+2 3,5
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Show this

COMBAT WON, OUT OF INITIATIVE

 

 

33 Zyrel

20 Joseph and Mischief

20 Gnagrif

20 Jinkin

20 Mitflit 1

20 Mitflit 2

20 Mitflit 3

20 Binji

17 Armenga, assumed.

17 Clankerton, assumed.

 

So averaged PC initiative is around 22.

Averaged NPC iniative is 20.

ALL PCS ACT

THEN ALL NPCS ACT

THEN ALL PCS etc.

 

 

Gnagrif DC 16 for Exploit Vulnerability.

DEAD. Total damage 35. Made up of 10 from Armenga scatter scree. 5 from Zyrel shooting. 8 from Zyrel critting plus 5 from deadly. 7 from Joseph lightning arc.

 

Jinkin DC 15 for Exploit Vulnerability.

DEAD. Total damage 28. Made up of 28 from Armenga critting it with razor.

 

Mitflit 1 DC 14 for Exploit Vulnerability.

DEAD. Total damage 10. Made up of 10 from Armenga scatter scree.

 

Mitflit 2 DC 14 for Exploit Vulnerability.

DEAD. Total damage 21. Made up of 11 Armenga razor. 10 Joseph telekinetic projectile.

Mitflit 3 DC 14 for Exploit Vulnerability.

DEAD. Total damage 14. Made up of 3 from Joseph lightning arc. 11 from Clankerton axe.

 

Binji DC 14 for Exploit Vulnerability.

 

 

 

 

 

 

 

C1. Staging Room            Low 3

The wooden wall panels in this long, low room have been broken apart in four places to reveal narrow passages burrowed into the stone. The railing which spans the walls and the low rail in the middle hint that this room once served as a dance studio. Several desks have been relocated here with a few books and papers; more papers nailed to the wood near each entrance feature hastily sketched maps.

C2. Wet Hollow
Both of the southwestern tunnels from area C1 descend steeply into this room, as does the tunnel from area C3. The room has several puddles of murky, standing water. Some type of crustacean is mostly submerged in one of the puddles; most of the creature’s head is missing.

 

The dead vexgit wears a silver ring worth 40 gp as a bracelet. The heroes find it automatically if they remove the creature’s corpse from the puddle.

 

C3. Massive Mushroom
This large, irregular cavern has moisture dripping down the walls and a narrow tunnel leading up to the north. A large, blue, glowing mushroom faintly illuminates the space.

It’s roughly the size and width of a dwarf. The mushroom has plainly been gnawed at a bit.

 

DC 15 Nature check knows that it isn’t harmful; on a critical success, the hero realizes that eating it will aid primal spellcasters.

 

The mushroom bears a strange enchantment that interacts with those capable of casting primal spells. Anyone eating a piece of the mushroom is imbued with restorative magic. For the next hour, when the imbiber casts a non-cantrip primal spell that targets only one creature, they can choose to restore 1d6 Hit Points per spell level to the target in addition to the spell’s normal effects; this is a healing effect. A creature can only gain this benefit from the mushroom once per day.

 

 

C8

Table 10-5: DCs by Level

Level DC
0 14
1 15
2 16
3 18
4 19
5 20

 

 

Map 4, current

 

 

Map 3


Map 2

 

Armenga and Joseph finish off the remaining mitflit, as it falls to the razor and telekinetically flung rock.

Zyrel vanishes into the shadows of the rough tunnel surface.

 

The remaining creature in the room is a female gremlin, who resembles a humanoid, mange ridden opossum, with boar like tusks. She is nervously wringing her hands together on the hem of her burlap tunic.

 

"Don't hurt me! I will help you if you protect me from other gremlins and take me away with you when you leave."

 

Meanwhile, Chokupa and Firea, who came down together to assist the group at the request of Takulu Ot, hear the noises of combat from the other room stop.

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Armenga Olulo - Thaumaturge 3


HP: 36/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0

Perception: +7 | Fort: +8 | Ref: +8 | Will: +7

Conditions | Consumables | Spells | Skills | School


As Chokupa and Firea rush in Armenga is a bit surprised, and a bit relieved. She had expected more gremlins. Two students, not of their cohort, but not unknown to them, are a welcome aid down in these tunnels. "Teacher Ot sent you? Good on him. I'm Armie, I don't think we've met." She cleans her blade and glances toward the possum-like gremlin. Or Opossum-like. She's never really sure which is right. It's plea sounds genuine, though these creatures have proven quite tricky in the past. She sets about rummaging through the dead that now litter the room and leaves the questioning of captives to the others.

OOC/Actions

Other: Esoteric Lore on whether it's Possum or Opossum :)

Free:

Action 1: Perception on Opussum to Sense Motive

Action 2: 

Action 3: 

Reaction: Recognize Spell

Exploration Activity:

Bonuses and Abilities

-Mirror's Reflection

-Exploit Vulnerability

-Implement's Empowerment
-Dubious Knowledge

-Diverse Lore

-Intimidating Glare

-Scroll Thaum

-Steeped in History

-Talisman Esoterica

-Toughness

Gear

Worn

-Backpack

-Belt Pouch

-School Robes

-Bracelet of Dashing

-Breastplate

 

Weapons

-Dagger

-Whip

-Leiomano

-+1 War Razor

 

Containers

Backpack

-Extendable Pincers

-Feather Token (Chest)

-Feather Token (Ladder)

-Grappling Hook

-Net

-Repair Kit

-Rope, 50'

-2x Sacks

-Soap

-2x Torches

-Waterskin

-Writing Set

Belt/Pouch

-Antidote

-10x Chalk

-2x Healing Potion, minor

-Flint and Steel

-3x Oil Pints

-Signal Whistle

-Silver Ring (40gp)

-2x Empty Vials

-1gp, 10sp, 8cp

 

Dormitory

-Bedroll

-Crafter's Book

-2x Rations (1w)

-3x Sacks

-3x Torches

Name
Esoteric Lore on Possums
19
1d20+12 7
Perceptions on the possums
26
1d20+7 19
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Zyrel (Ekujae Rogue)spacer.png


AC: 20 | HP: 27/27 | Perception: +9 (Initiative +2) | F: 4 R: 11 W: 9 | Conditions: none| Class DC:19| Spell DC: 18  | Sheet


Relived to see the oncoming noisemakers are just more students (slightly familiar ones at that), Zyrel steps out of the shadows and relaxes his bow. "Come down to see what all the fuss is about? Looks kind of like our friends the gremlins are causing trouble again, but really, who knows. Could even be something behind them. If you wanna help out, we could probably use a hand or two."

 


Mechanics

Main Hand: Bow
Off Hand: Empty


 

Potential Reaction:

     

 

Spells

Cantrips Prepared: Acid Splash, Scatter Scree, Shield, Message, Mage Hand, Gouging Claw

Cantrips Known: Scatter Scree, Acid Splash, Prestidigitation, Read Aura, Daze, Gouging Claw, Mage Hand, Ghost Sounds, Shield

 

 

     
 
     
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