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Group B chapter 3 Stone Cast Shadows continued from OGMW


LDDragon

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Zyrel (Ekujae Rogue)spacer.png


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


"It is a good pick I suppose but I'm more interested in the runes." Zyrel studies the pick for a moment, then shrugs. "Obviously magical weapon runes of some sort which implies a foundation rune and something else, but the work is odd, not any tradition I've studied. Might be fey work, but I've no idea what it does."

 

As the party moves on, Zyrel takes the lead, slipping into the shadows in the hope of surprising anything lurking ahead.


Mechanics

Main Hand: Bow
Off Hand: Empty


Action 1:

Action 2:

Action 3:

Potential Reaction: Nimble Dodge first attack.

     

 

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
Arcana to ID
18
1d20+10 8
Stealth
28
1d20+12 16
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Armenga Olulo - Thaumaturge 3


HP: 28/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0

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

Consumables | Spells | Skills | School | Conditions: None

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


Armenga tilts her head to the side, thinking. "Hmm... I do think I recall a story of a student who was expelled. Uduak? I think. He slaughtered a bunch of pugwampis and got kicked out, if I recall correctly. Strange they would be working with him now." She muses. "He was supposed to be dead, killed by wards that the teachers placed to hold him. I wonder what took him all these years to come back..."

As Clank tends to her wounds she thanks him, though still looks to Joseph hopefully as she contemplates using a potion. "Should we try to sneak toward this 'Stone Ghost' and try to learn more? If it looks too dangerous we can always bravely run away."

She follows after Zy, trying to be half as sneaky as he is.


Mechanics/Actions

Other: Can we follow the expert here?

Free:

Action 1:

Action 2: 

Action 3: 

Reaction: Recognize Spell

Exploration Activity: Scout

Gear

Worn

-Backpack: Ignore first 2 Bulk of contents
-Belt Pouch
-School Robes
-Bracelet of Dashing
-Breastplate: +4AC/+1Dex

Weapons

-Dagger: +9| 1d4+5P/S | Agile | Finesse | Thrown 10'
-Whip: +9 | 1d4+5S | Reach 10' | Disarm | Trip | Nonlethal | Finesse
-Leiomano: +9 | 1d6+5B/S | Deadly D10
-War Razor: +9 | 1d4+6S | Backstabber | Deadly D8 | Agile
-Striking Pick: +9 | 2d6+5P | Fatal D10

Containers

Backpack
-Extendable Pincers: Pick up objects up to 10' away
-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
-1x Healing Potion, Lesser
-Flint and Steel
-3x Oil Pints
-Signal Whistle
-Silver Ring (40gp) (Party Loot)
-Amber Chunk (35gp) (Party Loot)
-Gold Teeth (??gp) (Party Loot)
-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
Follow the Expert, avoid notice
11
1d20+6 5
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Zyrel comments on the cleverness of summoning someone to translate, and poses a question of returning or proceeding onwards.

 

Armenga replies in favor of going forwards, while asking for healing, and asking what the pick is, and what to do with Urbel.

Going into the next area...

 

Three masks and three cloaks are affixed to the south wall of this claustrophobic cave, as though in mockery of people, with arms extended to the sides. All look colorful, but dirty and bloodstained. One of the masks depicts a stern antelope, another a kindly hare, and the last a smiling warthog.

 

Clankerton looks around and notices the secret door that leads southwards, hidden behind and below the hare mask and a bloodstained cloak in yellow and white. He leads the others through.

 

Zyrel sneaks forward, followed by Armenga.

 

This filthy room is jammed with hammocks, blankets, and bedrolls, all heaped into makeshift nests for little creatures. Discarded bits of food, twisted lumps of metal, and bits of stone litter the floor.

 

The room proceeds oddly to the west and then stops suddenly.

 

 

 

OOC

C14. Gruesome Trophies
Three masks and three cloaks are affixed to the south wall of this claustrophobic cave, as though in mockery of people, with arms extended to the sides. All look colorful, but dirty and bloodstained. One of the masks depicts a stern antelope, another a kindly hare, and the last a smiling warthog.


One of the outfits—the hare mask and a bloodstained cloak in yellow and white has been affixed to a secret door, which is slightly askew on its hinges, leading southwards. DC 13 Perception check to notice it.

Anyone looking over the cloaks can attempt a DC 15 Nature or Survival check. On a success, dirt and dust on the lower half of the cloaks indicates that each wearer was somehow pulled partially into the ground before being killed.

 

C7d

 

DC 15 Perception will spot a secret door to the west.

 

 

 

New map

 

Edited by LDDragon (see edit history)
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Zyrel (Ekujae Rogue)spacer.png


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


"More secret doors. somebody certainly likes their privacy." Zyrel moves forwards to open the door.

 

 


Mechanics

Main Hand: Bow
Off Hand: Empty


Action 1:

Action 2:

Action 3:

Potential Reaction: Nimble Dodge first attack.

     

 

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
Perception DC 15
25
1d20+9 16
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Armenga Olulo - Thaumaturge 3


HP: 31/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0

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

Consumables | Spells | Skills | School | Conditions: None

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


Armenga looks over the display of masks. Antelope, hare, and warthog. "Were these warriors of the Magaambya? Is this a warning?" She collects rhem to take to teacher Ot, thinking he may be interested. Each mask should be unique enough to identify its maker.

She follows after Zy, moving up next to the door and brandishing the pick.


Mechanics/Actions

Other: 

Free:

Action 1:

Action 2: 

Action 3: 

Reaction: Recognize Spell

Exploration Activity: Scout

Hands: Mirror Implement and Pick

Gear

Worn

-Backpack: Ignore first 2 Bulk of contents
-Belt Pouch
-School Robes
-Bracelet of Dashing
-Breastplate: +4AC/+1Dex

Weapons

-Dagger: +9| 1d4+5P/S | Agile | Finesse | Thrown 10'
-Whip: +9 | 1d4+5S | Reach 10' | Disarm | Trip | Nonlethal | Finesse
-Leiomano: +9 | 1d6+5B/S | Deadly D10
-War Razor: +9 | 1d4+6S | Backstabber | Deadly D8 | Agile
-Striking Pick: +9 | 2d6+5P | Fatal D10

Containers

Backpack
-Extendable Pincers: Pick up objects up to 10' away
-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
-1x Healing Potion, Minor
-1x Healing Potion, Lesser
-Flint and Steel
-3x Oil Pints
-Signal Whistle
-Silver Ring (40gp) (Party Loot)
-Amber Chunk (35gp) (Party Loot)
-Gold Teeth (??gp) (Party Loot)
-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
Healing pot
3
1d8 3
Initiative
20
1d20+8 12
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Zyrel spots a secret door in the west wall and steps forward to open it.

 

Armenga takes the masks and follows after Zyrel, brandishing the pick.

 

The group observes the room as the door opens.

This well-appointed bedroom and study almost makes one forget that it’s hidden deep underground. The space is neatly furnished with mismatched items, including a bearskin rug and extraordinarily comfortable-looking chair. A heavy professor’s desk sits off to one side, along with a massive, gently scuffed four-poster bed. Rugs and curtains hang in an inadequate attempt to make the space seem less like a cave, but craggy wall peeks through the gaps.

Stone Ghost keeps his room remarkably clean. Most of the furniture looks barely touched; no dust sits on anything, and the bed is neatly made. The only exception is the desk, which bears several papers and journals and obviously sees frequent use. A large clay jug of water sits on the desk as well.

The door opens to reveal a young man with a body made out of chunks of stone, his faceted skin matching the blocks that make up the Magaambya campus. His hair and face are made of ruined mosaics, and his body is covered in fragmentary runes. He appears to be diligently working at his desk. As the door opens, he turns to look at it.

Combat

Everyone roll initiative. Zyrel may choose to use his previous roll of stealth 28 for his initiative, or may roll again, but if you choose to roll, must keep the roll.

Averaged initiative that all enemies go on is 11. Jinkins have not been seen yet.

 

11 Stone ghost

 

 

Jinkin

JINKIN
CREATURE1
 
CETINYFEY, GREMLIN
 
 
 
Perception 7 darkvision
 
 
Languages Undercommon
 
Skills Acrobatics 7 Crafting 5 +7 Traps Deception 5 
 
 Nature 5 Stealth 7 Thievery 7
 
Str -2, Dex 4, Con 0, Int 2, Wis 2, Cha 2
 
Items 
Shortsword
y
 
Modify+Add
 
Interaction Abilities 
Tinkercurse, primal, transmutation A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it’s also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber.
y
 
Modify+Add

AC 17 Fort 6, Ref 10, Will 7
 
HP 19 ; Current 
 
Weaknesses cold iron 2
 
Automatic And Reactive Abilities 
 
Modify+Add

Speed 30
 
Melee Strikes 
Shortsword 9agile, finesse, magical, versatile S #2 #3damage 1d6 -2 Piercing 
y
 
Modify+Add
 
Ranged Strikes 
 
Modify+Add
 
Offensive Or Proactive Abilities 
Sneak Attack The jinkin deals [[1d6]] (1d6) extra precision damage to flat-footed creatures.
y
 
Primal Innate Spells DC 17; Cantrips (1st) prestidigitation
y
 
Modify+Add
 

Stone ghost

STONE GHOST
CREATURE5

 

NEMEDIUMUNIQUE, HUMAN, HUMANOID, OREAD

 

Male human oread stone spirit

 

Perception 13
 
Languages Common, Gnoll, Terran

 

Skills Arcana 12 Athletics 12 Intimidation 12 
Magaambya Lore 12
 Nature 13 Stealth 11

 

Str 3, Dex 0, Con 4, Int 3, Wis 4, Cha 1

 

Items 
Leather Armor
y
 
+1 Morningstar
y
 
Sling10 bullets
y
 
Modify+Add

 

Interaction Abilities 
Stone Spirit Stone Ghost can pass through objects made of stone or soil, including walls. When inside an object, Stone Ghost can’t perceive, attack, or interact with anything outside the object, and if he starts his turn inside an object, he is slowed 1.
y
 
Modify+Add

AC 20 Fort 11, Ref 9, Will 15

 

HP 40 ; Current 

 

Resistances all damage 5 (except force or ghost touch; double resistance vs. non-magical, stone, or effects with the earth trait)

 

Automatic And Reactive Abilities 
 
Modify+Add

Speed 25

 

Melee Strikes 
Morningstar 15 magical, versatile P #2 #3damage 1d6+ 7 Bludgeoning 
y
 
Modify+Add

 

Ranged Strikes 
Sling 11 propulsive, range increment 50 feet, reload 1 #2 #3damage 1d6+ 5 Bludgeoning 50 feet
y
 
Modify+Add

 

Offensive Or Proactive Abilities 
Entombing Grasp earth, manipulate Requirements: A foe within Stone Ghost’s reach is standing on stone or soil; Effect: Stone Ghost briefly extends his intangibility to a foe and drags or pounds them into the earth. He makes an Athletics check against the target’s Fortitude DC. On a success, the foe is planted waist-deep in the ground and is immobilized and flat-footed until it Escapes (DC 22). On a critical success, the foe is completely buried and must hold its breath until it is free or else start suffocating. A successful Escape returns the foe to its original square on the surface, or the closest unoccupied square. Actions 2
y
 
Primal Prepared Spells DC 22, attack +14; 3rd earthbind, summon elemental (earth only); 2nd darkvision, glitterdust, shatter; 1st command (animals only), grease, pass without trace; Cantrips (3rd) acid splash, dancing lights, know direction, shield, tanglefoot

 

 

 

Rooms OOC

C14. Gruesome Trophies
Three masks and three cloaks are affixed to the south wall of this claustrophobic cave, as though in mockery of people, with arms extended to the sides. All look colorful, but dirty and bloodstained. One of the masks depicts a stern antelope, another a kindly hare, and the last a smiling warthog.


One of the outfits—the hare mask and a bloodstained cloak in yellow and white has been affixed to a secret door, which is slightly askew on its hinges, leading southwards. DC 13 Perception check to notice it.

Anyone looking over the cloaks can attempt a DC 15 Nature or Survival check. On a success, dirt and dust on the lower half of the cloaks indicates that each wearer was somehow pulled partially into the ground before being killed.

 

C7d

 

DC 15 Perception will spot a secret door to the west.

 

C15

This well-appointed bedroom and study almost makes one forget that it’s hidden deep underground. The space is neatly furnished with mismatched items, including a bearskin rug and extraordinarily comfortable-looking chair. A heavy professor’s desk sits off to one side, along with a massive, gently scuffed four-poster bed. Rugs and curtains hang in an inadequate attempt to make the space seem less like a cave, but craggy wall peeks through the gaps.

 

 

 

 

New map

Edited by LDDragon (see edit history)
Name
Jinkin 1, not seen yet, initiative
25
1d20+7 18
Jinkin 2, not seen yet, initiative
10
1d20+7 3
Stone ghost initiative
27
1d20+13 14
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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)





Not being much of one for chatter, Joseph waits for one of the more talky types.

 


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:

Action 2:

Action 3:

OOC

Treat Wounds for earlier:
A

C

Z

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
A
15
4d8-1d8 2,5,8,6,6
C
11
4d8-1d8 4,2,4,4,3
Z
8
4d8-1d8 6,2,5,1,6
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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

Consumables | Spells | Skills | School | Conditions: None

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


Armenga jumps into the room, apprehensive, but she knows this foe is going to be dangerous.

As she moves she notices some shadow under the bed, so she redirects and dives behind the bath in the corner, ducking down behind it and studying the foes.


Mechanics/Actions

Other: init added to prior post

Free:

Action 1: move

Action 2: exploit vuln on the jinkin (crit success)

Action 3: take cover

Reaction: Recognize Spell

Exploration Activity: Scout

Hands: Mirror Implement and Pick+9 to hit
2d6+3+4+3 weakness

Gear

Worn

-Backpack: Ignore first 2 Bulk of contents
-Belt Pouch
-School Robes
-Bracelet of Dashing
-Breastplate: +4AC/+1Dex

Weapons

-Dagger: +9| 1d4+5P/S | Agile | Finesse | Thrown 10'
-Whip: +9 | 1d4+5S | Reach 10' | Disarm | Trip | Nonlethal | Finesse
-Leiomano: +9 | 1d6+5B/S | Deadly D10
-War Razor: +9 | 1d4+6S | Backstabber | Deadly D8 | Agile
-Striking Pick: +9 | 2d6+5P | Fatal D10

Containers

Backpack
-Extendable Pincers: Pick up objects up to 10' away
-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
-1x Healing Potion, Minor
-1x Healing Potion, Lesser
-Flint and Steel
-3x Oil Pints
-Signal Whistle
-Silver Ring (40gp) (Party Loot)
-Amber Chunk (35gp) (Party Loot)
-Gold Teeth (??gp) (Party Loot)
-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
29
1d20+12 17
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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 into the room, firing as he moves. This is a dangerous foe, one that tried to hire out their deaths and not someone to take lightly. Besides, they can alway heal him later if necessary.

 

 


Mechanics

Main Hand: Bow
Off Hand: Empty


Action 1: Stride

Action 2: Strike

Action 3: Strike

Potential Reaction: Nimble Dodge first attack.

     

 

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
Strike 1 w Sneak Attack
26
1d20+10 16
damage
7
2d6 5,2
strike 2
9
1d20+5 4
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Joseph, having finished patching up his teammates, waits for one of the talky types.

Armenga takes cover and analyzes the jinkins under the bed.

Zyrel darts into the room, firing at Stone Ghost as he moves, managing to skim them in the shoulder, though the rocky composition of the creature appears to have entirely deflected most of the potential damage.

The rocky creature stands, grabs his morningstar and utters a word of protection. A faintly shimmering forcefield settles around him as he shields himself from harm.

Two gremlins crawl out from under the bed, moving towards Stone Ghost, and draw shortswords, facing towards Armenga and Zyrel.

 

 

Combat

Everyone roll initiative. Zyrel may choose to use his previous roll of stealth 28 for his initiative, or may roll again, but if you choose to roll, must keep the roll.

Averaged initiative that all enemies go on is 11. Jinkins have been seen by Armenga.

CREATURES HAVE GONE. EVERYONE MAY ACT IN ANY ORDER!

 

Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Jinkins are weak to cold iron, though personal antithesis may do more damage.

 

11 Stone ghost. AC 20. Max HP 40. AC 21 temporarily due to shield spell.

Total 2 damage from Zyrel shooting, due to resistance 5, and double resistance vs non magical, stone, or effects with the earth trait. Assuming that the weapon Zyrel had is not magic, let me know if otherwise.

EDIT ABP at 2nd level means +1 strikes, which I will interpret as magical. Thus the creature takes 2 damage instead of zero.

 

11 Jinkin 1. AC 17. Max HP 19.

11 Jinkin 2. AC 17. Max HP 19.

 

 

 

 

Jinkin

JINKIN
CREATURE1
 
CETINYFEY, GREMLIN
 
 
 
Perception 7 darkvision
 
 
Languages Undercommon
 
Skills Acrobatics 7 Crafting 5 +7 Traps Deception 5 
 
 Nature 5 Stealth 7 Thievery 7
 
Str -2, Dex 4, Con 0, Int 2, Wis 2, Cha 2
 
Items 
Shortsword
y
 
Modify+Add
 
Interaction Abilities 
Tinkercurse, primal, transmutation A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it’s also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber.
y
 
Modify+Add

AC 17 Fort 6, Ref 10, Will 7
 
HP 19 ; Current 
 
Weaknesses cold iron 2
 
Automatic And Reactive Abilities 
 
Modify+Add

Speed 30
 
Melee Strikes 
Shortsword 9agile, finesse, magical, versatile S #2 #3damage 1d6 -2 Piercing 
y
 
Modify+Add
 
Ranged Strikes 
 
Modify+Add
 
Offensive Or Proactive Abilities 
Sneak Attack The jinkin deals [[1d6]] (1d6) extra precision damage to flat-footed creatures.
y
 
Primal Innate Spells DC 17; Cantrips (1st) prestidigitation
y
 
Modify+Add
 

Stone ghost

STONE GHOST
CREATURE5

 

NEMEDIUMUNIQUE, HUMAN, HUMANOID, OREAD

 

Male human oread stone spirit

 

Perception 13
 
Languages Common, Gnoll, Terran

 

Skills Arcana 12 Athletics 12 Intimidation 12 
Magaambya Lore 12
 Nature 13 Stealth 11

 

Str 3, Dex 0, Con 4, Int 3, Wis 4, Cha 1

 

Items 
Leather Armor
y
 
+1 Morningstar
y
 
Sling10 bullets
y
 
Modify+Add

 

Interaction Abilities 
Stone Spirit Stone Ghost can pass through objects made of stone or soil, including walls. When inside an object, Stone Ghost can’t perceive, attack, or interact with anything outside the object, and if he starts his turn inside an object, he is slowed 1.
y
 
Modify+Add

AC 20 Fort 11, Ref 9, Will 15

 

HP 40 ; Current 

 

Resistances all damage 5 (except force or ghost touch; double resistance vs. non-magical, stone, or effects with the earth trait)

 

Automatic And Reactive Abilities 
 
Modify+Add

Speed 25

 

Melee Strikes 
Morningstar 15 magical, versatile P #2 #3damage 1d6+ 7 Bludgeoning 
y
 
Modify+Add

 

Ranged Strikes 
Sling 11 propulsive, range increment 50 feet, reload 1 #2 #3damage 1d6+ 5 Bludgeoning 50 feet
y
 
Modify+Add

 

Offensive Or Proactive Abilities 
Entombing Grasp earth, manipulate Requirements: A foe within Stone Ghost’s reach is standing on stone or soil; Effect: Stone Ghost briefly extends his intangibility to a foe and drags or pounds them into the earth. He makes an Athletics check against the target’s Fortitude DC. On a success, the foe is planted waist-deep in the ground and is immobilized and flat-footed until it Escapes (DC 22). On a critical success, the foe is completely buried and must hold its breath until it is free or else start suffocating. A successful Escape returns the foe to its original square on the surface, or the closest unoccupied square. Actions 2
y
 
Primal Prepared Spells DC 22, attack +14; 3rd earthbind, summon elemental (earth only); 2nd darkvision, glitterdust, shatter; 1st command (animals only), grease, pass without trace; Cantrips (3rd) acid splash, dancing lights, know direction, shield, tanglefoot

 

 

 

Rooms OOC

C14. Gruesome Trophies
Three masks and three cloaks are affixed to the south wall of this claustrophobic cave, as though in mockery of people, with arms extended to the sides. All look colorful, but dirty and bloodstained. One of the masks depicts a stern antelope, another a kindly hare, and the last a smiling warthog.


One of the outfits—the hare mask and a bloodstained cloak in yellow and white has been affixed to a secret door, which is slightly askew on its hinges, leading southwards. DC 13 Perception check to notice it.

Anyone looking over the cloaks can attempt a DC 15 Nature or Survival check. On a success, dirt and dust on the lower half of the cloaks indicates that each wearer was somehow pulled partially into the ground before being killed.

 

C7d

 

DC 15 Perception will spot a secret door to the west.

 

C15

This well-appointed bedroom and study almost makes one forget that it’s hidden deep underground. The space is neatly furnished with mismatched items, including a bearskin rug and extraordinarily comfortable-looking chair. A heavy professor’s desk sits off to one side, along with a massive, gently scuffed four-poster bed. Rugs and curtains hang in an inadequate attempt to make the space seem less like a cave, but craggy wall peeks through the gaps.

 

 

 

 

New map

Edited by LDDragon (see edit history)
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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: 1/2 |

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)




Joseph summons forth a ball of fire underneath the undead craftsman.
 

 


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.
 Recognize Spell

Action 1 + 2: Cast Flaming Sphere (Ref DC 19)Evocation Fire
Source Core Rulebook pg. 338 4.0
Traditions arcane, primal
Bloodline diabolic
Deities Lubaiko, Nurgal, Ra, The Path of the Heavens
Cast [two-actions] somatic, verbal
Range 30 feet; Area 1 5-foot square
Saving Throw Reflex; Duration sustained up to 1 minute
You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. On subsequent rounds, the first time you Sustain this Spell each round, you can leave the sphere in its square or roll it to another square within range. It deals 3d6 fire damage (basic Reflex save) to each creature in that square.

Creatures that succeed at their save take no damage (instead of half).
Heightened (+1) The damage increases by 1d6.
vs the stony ghost for Fire Damage

Action 3:

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
Recognize Spell
5
1d20 5
Fire Damage
17
3d6 6,6,5
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uc?export=download&id=1dRpitT3CcasYF2DNUtVf9NtjWbs0fRXE

Armenga Olulo - Thaumaturge 3


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

Perception: +7 | Fort: +8 | Ref: +8+2 | Will: +7

Consumables | Spells | Skills | School | Conditions: Standard Cover

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


Armenga pops her head up over the lip of the tub and sees the Jinkins on the other side of the bed. Deciding to keep up this skirmish, she strains to make some rocks fall from the ceiling onto their heads with her nascent magical powers. Then she ducks her head back down.


Mechanics/Actions

Other: 

Free:

Action 1: Scatter Scree DC19 on jinks

Action 2: Scatter Scree

Action 3: Take Cover

Reaction: Recognize Spell

Exploration Activity: Scout

Hands: Mirror Implement and Pick

Gear

Worn

-Backpack: Ignore first 2 Bulk of contents
-Belt Pouch
-School Robes
-Bracelet of Dashing
-Breastplate: +4AC/+1Dex

Weapons

-Dagger: +9| 1d4+5P/S | Agile | Finesse | Thrown 10'
-Whip: +9 | 1d4+5S | Reach 10' | Disarm | Trip | Nonlethal | Finesse
-Leiomano: +9 | 1d6+5B/S | Deadly D10
-War Razor: +9 | 1d4+6S | Backstabber | Deadly D8 | Agile
-Striking Pick: +9 | 2d6+5P | Fatal D10

Containers

Backpack
-Extendable Pincers: Pick up objects up to 10' away
-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
-1x Healing Potion, Minor
-1x Healing Potion, Lesser
-Flint and Steel
-3x Oil Pints
-Signal Whistle
-Silver Ring (40gp) (Party Loot)
-Amber Chunk (35gp) (Party Loot)
-Gold Teeth (??gp) (Party Loot)
-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
Damage
12
2d4+4 4,4
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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 studies the presumed Stone Ghost briefly, but can't seem to recall anything useful about the creature. With very limited places to take cover within the room,, he simply stands his ground and fires on the Ghost, hoping Joseph's magics will compensate for losing the element of surprise.

 

 


Mechanics

Main Hand: Bow
Off Hand: Empty


Action 1: Recall Knowledge (Society)

Action 2: Strike

Action 3: Strike

Potential Reaction: Nimble Dodge first attack.

     

 

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
Society
17
1d20+8 9
Strike 1
28
1d20+10 18
damage
8
2d6 5,3
strike 2
16
1d20+5 11
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jeffery-lim-kiri-kitsune.jpg.677c1d32d7214d3869a9cbe4384b5d5b.jpgFirea - Kitsune Summoner lvl 3


AC: 16 | HP: 41/41 | PER: +8 | FORT: +8 REF: +6 WILL: +8 | SPELLS/DAY: CAN: Unl 1ST: 1/2 2ND: 0/1 | HERO POINTS: 3/3 | FOCUS POINTS: 1/1


Firea smiled brightly at the obvious compliment at using her summoning gift to get a translator. "Thank you."

Then as the party moved on she would follow closely behind. This was obviously something they were better skilled at, scouting.

Auriflamma would sniff at the air as they moved along. "Hmm."

Then it happened, they found their quarry. The time for battle was here.

"Auriflamma, that one is your target." She told her flaming giant fox companion as she pointed to the spirit.

"As you command Mistress Firea." Auriflamma stated as he began to more towards the Stone Ghost.

Firea began to move as well stopping next to Zyrel she casts a spell filled with Electricity at the Jinkins, striking both. "I'm sorry but I must 'charge' you for your actions."

Auriflamma groans as he moves past her.

Spells

Innate: Daze*, (Forbidding Ward), (Ghost Sound)

NOTE: Ones in () are not active and one with * is active as per Kitsune Spell Familiarity Feat.

Focus: Boost Eidolon, Evolution Surge

Cantrips: Detect Magic, Eat Fire, Electric Arc, Produce Flame, Ray of Frost, Read Aura

First: Burning Hands, Summon Animal, Summon Fey

Second: Summon Elemental

OOC/Actions

Other: 

Free:

Action 1: Stride up next to Zyrel.

Action 2: Shared Action:

Firea's action (2 Action): Cast Electric Arc hitting both Jinkin's. DC19 Reflex Save, or both take the damage below.

Auriflamma's action (1 Action): Stride straight ahead 25'

Action 3: Part of Action 2.

Reaction: Eat Fire if fire used against me, or Entity's Resurgence if reduced to 0HP or lower.

Exploration Activity (Firea): Detect Magic

Exploration Activity (Auriflamma): Scout

 

 

Name
Electric Arc damage on Jinkin 2 (DC 19 Ref Save)
4
3d4 2,1,1
Electric Arc damage on Jinkin 1 (DC 19 Ref Save)
11
3d4 3,4,4
Initiative
16
1d20+8 8
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Myimp6i.jpg
Clankerton Ratchet (Anvil Dwarf Inventor - Armor Innovation 3)

checked-shield.svg : 19 + 2 shield | health-normal.svg : 37/40 awareness.svg +7 | caduceus.svg :+9 body-balance.svg :+5 meditation.svg :+9 | walking-boot.svg : 20ft

Conditions: enfeebled 1, overdrive | Exploration Mode Default: Search


Clankerton studied the clever secret door admiringly as his companions moved into position.

"Oh!Fightson!" he blurted as he realised they had found their quarry.

The dwarf charged into the room and closed the distance with the enemy to keep them occupied whilst his classmates did what they did best.

 

OOC

 

Action 1: stride
Action 2: stride
Action 3: stride

 

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)
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