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Chapter 1:01. The Dawning


hoverfrog

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image.png.010786697dc9130637034f21c25d6d1c.pngCyntheria and Mr Mud

Character Sheet

 

Cyntheria and Mr Mud - Summoner 2


N, Small, Poppet, Wishborn Poppet, Humanoid
Perception +5; Darkvision
Languages None selected
Skills Acrobatics +7, Athletics +0, Deception +8, Diplomacy +8, Intimidation +8, Medicine +5, Occultism +4, Stealth +7
Str +0, Dex +3, Con +2, Int +0, Wis +1, Cha +4
Items Unarmored

AC 17; Fort +8, Ref +7, Will +7
HP 32; Resistances fire -1
Dutiful Retaliation action_reaction.png

Speed 25 feet
Bon Mot action_single.png
Manifest Eidolon action_triple.png
Act Together action_range.png
Share Senses action_single.png
Occult Known Spells DC 18, attack +8; 1st Fear, Magic Missile, Soothe (2 slots); Cantrips Prestidigitation, Protect Companion, Shield, Guidance, Telekinetic Projectile
Focus Spells (1 points) Boost Eidolon action_single.pngRange 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.
Evolution Surge action_double.pngRange 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed.
Reinforce Eidolon action_single.pngRange 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one.
Additional Feats Energy Heart, Harmless Doll, Mummy Dedication, Reinforce Eidolon, Toughness, Wishborn Poppet
Additional Specials Constructed, Disease and Poison Protection, Eidolon (Devotion Phantom Eidolon), Energy Heart (sonic), Evolution Feat, Flammable, Immunity to Death Effects, Link Spells, Negative Healing, Negative Survival, Undead Hunger

 

Cyntheria - Stalwart Guardian2


Medium, Eidolon, Stalwart Guardian, Eidolon

Perception +4; Darkvision
Languages None selected
Skills Acrobatics +6, Athletics +4, Deception +4, Diplomacy +4, Intimidation +4, Medicine +4, Occultism +4, Stealth +6
Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0
Items Unarmored


AC 18; Fort +9, Ref +6, Will +6
HP 32
Dutiful Retaliation action_reaction_black.pngTrigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach.


Speed 25 feet
Melee Primary Attack +8 (Shove), Damage 1d8+4 B +2 Boost Eidolon
Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic

Cyntheria reversed her direction around the rooftop and confronted the vampire again. Mud urged the girl on as she chased the creature.

"Hurry girl, he might hurt the boy!"

Cyntheria's face twisted in fury and her hands visibilty grew with a pulsing light.

"Why did you hurt the little boy! You're a mean bully!!!"

The young seeming girl lashed out with her fist at the vampire's face.

Mud almost pitied the creature although he suspected it had far more tricks up its sleeve for them. The doll shuffled foward in his awkward gait to be closer to the girl.

OOC

Exploration Activities:

 

Action 1: Act together - Mud cast boost Eidolon, Cyntheria stride (to H4)

Action 2: Cyntheria unarmed attack

Action 3: Mud shuffled foward to support the girl (to I4)

 

 

Name
Cyntheria unarmed attack
18
1d20+8 10
Bludgeoning damage
14
1d8+6 8
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spacer.pngGin Sling Sal

AC 19 HP 22/22 

Gin Sling Sal

Str 10 (+0) Dex 18 (+4) Con 12 (+1)  Int 18 (+4) Wis 12  Cha 10 (+0)
HP 15/15 Perception +5 • Trained 4 • Wis 1 • Item 0 • Senses Darkvision

Speed 30' Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0  AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0 Fort +5 • Reflex +8 • Will +7 (+1 vs disease/poison)

Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes


Skills
Acrobatics +8 • Arcana +8 • Athletics +4 • Crafting +0 • Deception +0 • Diplomacy +4 • Intimidation +0 • Lore: Undead +8 • Medicine +1 •
Nature +5 • Occultism +8 • Performance +0 • Religion +1 • Society +8 • Stealth +8 • Survival +1 • Thievery +4 •

Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin


Abilities
Consume Flesh (manipulate)  While adjacent to a small (or larger) corpse that died in the last hour, you eat a corpse chunk and are satiated for 1 hour.


Feats

Fleet  • Familiar • Widen Spell (1 action) • Arcane Bond • Arcane School = Universalist • Arcane Thesis =Improved familiar attunement • Drain bonded item (1 action) Necril  Undead Vision   Negative Healing  Negative Survival  Immunity to Death Effects  Disease and Poison Protection Undead Hunger  

Spells & Powers
Spell Attack +7 • Untrained 3 • Int 4 Spell DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 3
 

Prepared Spells
Spell 0  Electric Arc, Shield, Detect Magic, Message, Protect Companion

Spell 1  Spell 1st Color Spray (used), Magic Weapon (used), Mage Armor (used)

Innate Spell 0 • Disrupt Undead

Owl Familiar "Deathclaw" "DeeCee"

Abilities Flier • Fast Movement • • Darkvision • Speech • Independent Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)vMove 40' Flight AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 • Trained: Unarmored (no shield)vHP 10/10 • Fortitude +5 • Trained 4 • Con 1 • Item 0 • Reflex +8 • Trained 4 • Dex 4 • Item 0 • Will +6 • Expert 6 • Wis 0 • Item 0


Inventory
Money: 15 GP 9 SP left
Bulk 0/0 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0)
Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin 1g 4sp

Clothing (Winter) Bulk L • Notes 4sp

Writing Set • Bulk 0 • Notes 1gp

Spellbook (Blank) • Bulk 0 • Notes 1gp

Mirror • Bulk 0 • Notes 1gp

Oil (5) • Bulk 0 • Notes 5cp 1d6 Fire

Potion of Expeditious Retreat • Bulk 0 • The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become fleeing for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are fleeing. You immediately Stride. Activate action_single.png?v=dm-1 Interact 3gp
Alchemist's Fire (2) • Bulk L- • The bomb deals 1d8 fire damage, 1 persisten fire damage and 1 fire splash damage. Notes 6gp cp

Flint and Steel • Bulk - • Notes 5cp

Arms and Armor
Dagger • Bulk 0 • Notes 2sp

Magic

Eye Slash Tattoo: You can see four times farther than normal. If you have darkvision, you can see blood in color. 

 

Sal, out of ideas, moves forward to Razvan and touches the part of his sword pommel .

Casting Magic Weapon on Razvan's sword.

Edited by Starhawk (see edit history)
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spacer.pngKrott | HP 27/30 (2 THP) | AC 18 | Fort +7 Ref +5 Will +4 | Speed: 25 | Perception: +5 (+6 vs. secret doors and traps)
Hero Points: 0/3 | Alchemy
| Conditions: None | Effects: Eagle-eye elixir (lesser) 1 hour, Numbing Tonic (minor), Bestial Mutagen (lesser)


Krott takes his duty seriously, deciding that while the others hold the vampire off, his best option is to continue whisking the boy away. Surely they will be chased, but at least it will be putting the vampire's plans off-balance and give them more of an edge than simply fighting him on his own terms.

He opens the trapdoor, bracing for the swarm of rats he could already hear scrabbling away at the wooden planks. Then, he charges through the vermin with the boy tossed over his shoulder.

OOC & Actions

Round 3

Action 1: Interact to open the trap door
Action 2 & 3: Move as far down the stairs/into the level down as I can get (base speed 25; If encumbered, speed 15).

 

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image.png.6f5b87c4e7cf20991e4338a119d9a488.png

Chapter 1:01. The Dawning

Ardis, Ardeal, Ustalev

image.png.02c9211cd35a2e7a4bd2b507d31a5419.png

As the vampire moves, Razvan's blade is ready to cut through flesh and bone. When he strikes he finds only dead flesh, hard as oak, and fails to leave a mark on it. After getting into position he tries again with much the same result.

Cyntheria pummels at the vampire but his flesh is too strong for her blows. He scoffs, "The strong decide what is right in this world, girl."

Sal enchants Razvan's blade even as Demetrius leaps in to attack getting one firm strike again his master.. This allows Krott to escape, falling through clawing, biting rats on his way. The vampire suddenly becomes a cloud of mist. It floats down, moving through gaps in the old stonework to reform in front of Krott, "Put him down. NOW!"


OOC Scene Notes

There is a map in the spoiler below. The goblins are moving to the rear entrance.
Please use directions when moving (N, S, E, SE, W, etc)
Round 4

Everyone to act


 

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

Demetrius 26
Sal 21
Krot 19
Vampire 18
Mr Mud 18
Cyntheria 11
Razvan 9

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Loreli Certes Gin Sling Sal

4 damage: 4 troblin bite

 

Krot Razvan Umbra

5 damage: +2 temporary hp; 7 damage bite, 5 damage claw, 4 damage claw, -11 healing. 2 from rat swamr

 

Cyntheria Mr Mud

 

 

NON-PLAYER CHARACTER STATUS

Demetrius Rats

4 damage: 14 damage vampire claw, Fast Healing 5
Stride, Strike, Strike

 

Vampire Bats

25 damage

1. Turn to mist
2. Stride
3. Turn back

 

. .

 

 

EXPERIENCE TRACKER

 

Show Active Map

image.png.e85d9b4830e258a6259f442d28e30754.png

image.png.411089a83a147658ea518244b288f3cd.png

 

 

Edited by hoverfrog (see edit history)
Name
Demetrius
15; 13; 21; 11
1d20+14; 1d8+6; 1d20+10; 1d8+6 [1]; [1,7]; [1,7,11]; [1,7,11,5]
Rat swarm
2
1d6 2
Reactive Strike
24; 13
1d20+14; 1d8+6 [10]; [10,7]
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spacer.pngGin Sling Sal

AC 19 HP 22/22 

Gin Sling Sal

Str 10 (+0) Dex 18 (+4) Con 12 (+1)  Int 18 (+4) Wis 12  Cha 10 (+0)
HP 15/15 Perception +5 • Trained 4 • Wis 1 • Item 0 • Senses Darkvision

Speed 30' Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0  AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0 Fort +5 • Reflex +8 • Will +7 (+1 vs disease/poison)

Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes


Skills
Acrobatics +8 • Arcana +8 • Athletics +4 • Crafting +0 • Deception +0 • Diplomacy +4 • Intimidation +0 • Lore: Undead +8 • Medicine +1 •
Nature +5 • Occultism +8 • Performance +0 • Religion +1 • Society +8 • Stealth +8 • Survival +1 • Thievery +4 •

Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin


Abilities
Consume Flesh (manipulate)  While adjacent to a small (or larger) corpse that died in the last hour, you eat a corpse chunk and are satiated for 1 hour.


Feats

Fleet  • Familiar • Widen Spell (1 action) • Arcane Bond • Arcane School = Universalist • Arcane Thesis =Improved familiar attunement • Drain bonded item (1 action) Necril  Undead Vision   Negative Healing  Negative Survival  Immunity to Death Effects  Disease and Poison Protection Undead Hunger  

Spells & Powers
Spell Attack +7 • Untrained 3 • Int 4 Spell DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 3
 

Prepared Spells
Spell 0  Electric Arc, Shield, Detect Magic, Message, Protect Companion

Spell 1  Spell 1st Color Spray (used), Magic Weapon, Mage Armor (used)

Innate Spell 0 • Disrupt Undead

Owl Familiar "Deathclaw" "DeeCee"

Abilities Flier • Fast Movement • • Darkvision • Speech • Independent Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)vMove 40' Flight AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 • Trained: Unarmored (no shield)vHP 10/10 • Fortitude +5 • Trained 4 • Con 1 • Item 0 • Reflex +8 • Trained 4 • Dex 4 • Item 0 • Will +6 • Expert 6 • Wis 0 • Item 0


Inventory
Money: 15 GP 9 SP left
Bulk 0/0 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0)
Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin 1g 4sp

Clothing (Winter) Bulk L • Notes 4sp

Writing Set • Bulk 0 • Notes 1gp

Spellbook (Blank) • Bulk 0 • Notes 1gp

Mirror • Bulk 0 • Notes 1gp

Oil (5) • Bulk 0 • Notes 5cp 1d6 Fire

Potion of Expeditious Retreat • Bulk 0 • The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become fleeing for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are fleeing. You immediately Stride. Activate action_single.png?v=dm-1 Interact 3gp
Alchemist's Fire (2) • Bulk L- • The bomb deals 1d8 fire damage, 1 persisten fire damage and 1 fire splash damage. Notes 6gp cp

Flint and Steel • Bulk - • Notes 5cp

Arms and Armor
Dagger • Bulk 0 • Notes 2sp

Magic

Eye Slash Tattoo: You can see four times farther than normal. If you have darkvision, you can see blood in color. 

 

Sal fetches a flask of alchemist's fire, hurls it and then moves away from the swarm.

OOC: Thank you dice roller, none of my spells have landed and now minimum damage. My guess is you want me to play a different character and seeing as you're so insistent, I'm open to the idea.

Edited by Starhawk (see edit history)
Name
Throw Alchemist's Fire
14
1d20+8 6
Damage 1d8
1
1d8 1
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Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


HP: 31/32 AC: 19 (leather) | Speed: 25' | Darkvision

Perception (E): +7  Initiative: +7 | Fort (E): +8 | Ref (E): +10| Will (T): +5 | Hero Pts: 0

| SkillsTrained:
Acrobatics (+8); Athletics (+6); Deception (+5); Intimidation (+5); Lore/warfare (+4); Stealth (+8); Thievery (+8)

Untrained:
Acrana (+0); Crafting (+0); Diplomacy (+1); Medicine (+1); Nature (+1); Occultism (+0); Performance (+1); Religion (+1); Society (+0); Survival (+1)
 | AttributesSTR +2
DEX +4
CON +2
INT +0
WIS +1
CHA +1
 | AttacksUnarmed:

Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed
Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed

Melee:

Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S
Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove
Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S

Ranged:

Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range.
 |

 

As the gaseous form leaves the square adjacent to Razvan, the greatly frustrated Fetchling lashes out with the newly enchanted shortsword. Hopefully, Sal's spell would be put to some good use.

Razvan waits to see the effect of the AoO and Demetrius' Action before choosing his own set of Actions.

OOC

I think this would also benefit from Demetrius giving Razvan a flanking bonus. The AoO would occur before the Master leaves the threatened (and flanked) square. That would be a -2 to AC, so I won't add that to the attack roll.

Ok, a 29 (against AC - 2). I'll roll "regular" damage and also the "doubling dice" damage on the chance that might be a critical (if the effective/flanked AC is 19, say).

So looks like 9 - 8 (gaseous form resistance) = 1 if a standard hit

9+7-8 = 8 damage if that was a critical.

ACTIONS

Reaction: Reactive Strike/Attack of Opportunity +11 with short sword (w/ Magic Weapon applied => +1 Striking)

 


Character Sheet

Razvan Umbra
Vampiric Fetchling • Martial Disciple • Fighter 2
Medium • CN • Speed 25 • Darkvision

Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery.


Abilities
Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1)

Boosts
• Ancestry: +DEX +STR
• Background: +DEX +CON
• Class: +DEX
• Free:+STR; +DEX; +CON; +CHA

• LVL 2: +WIS


Adventuring & Combat
HP 32/32
Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link
Speed 25'
Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0


Armor and Shields
AC 21/19  Trained +4 • Base 10 • Dex +4 • If shield raised
Leather armor (+1)


Saving Throws 
 Fortitude +8 • Expert +6 • Con +2 • Item 0
 Reflex +10 • Expert +6 • Dex +4 • Item 0
 Will +5 • Trained +4 • Wis +1 • Item 0

Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.


Weapon Proficiencies
 Expert in simple weapons; unarmed attacks; martial weapons.

 Trained in advanced weapons

• Trained in Unarmored Defense and all armors

Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes

Unarmed:

  • Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed
  • Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed

Melee:

  • Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S
  • Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove
  • Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S

Ranged:

  • Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range.
  • 20 arrows (0.20; 2x L)

Background: Martial Disciple (Acrobatics)

  • Trained in Acrobatics and Warfare Lore
  • Cat Fall skill feat (see below)

Skills
♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill)
Arcana +0 • Untrained 0 • Int +0 • Item 0
♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat)
Crafting +0 • Untrained 0 • Int +0 • Item 0
♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat)
Diplomacy +1 • Untrained 0 • Cha +1 • Item 0
♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill)
♦ Lore: Warfare +4  Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill)
Medicine +1 • Untrained 0 • Wis +1 • Item 0
Nature +1 • Untrained 0 • Wis +1 • Item 0
Occultism +0 • Unrained +0 • Int +0 • Item 0
Performance +1 • Untrained 0 • Cha +1 • Item 0
Religion +1 • Untrained 0 • Wis +1 • Item 0
Society +0 • Untrained 0 • Int +0 • Item 0
♦ Stealth +8  Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill)
Survival +1 • Untrained 0 • Wis +1 • Item 0
♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill)

Languages: Common; Necril; Shadowtongue


Abilities
Ability • Type 0 • Notes

Fetchling (Liminal) Features: Fetchling

  • Shadowtongue Link
  • Darkvision Link
  • Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11.

Vampire Features: Vampire Dedication

  • Fangs Unarmed Attack
  • Revulsion to garlic or holy symbol of a Good Deity
  • Weakness to Sunlight slowed 1 =>
  • Drink Blood Action image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png
  • Basic Undead Benefits (below)

Basic Undead Benefits : Link

  • Necril: You know the Necril language.
  • Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
  • Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead.
  • Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead.
  • Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it.
  • Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.image.png.379efc2aac589998b31e328018376cd2.png

 


Feats

Ancestry Feats

  • Shrouded Mien Link  => Lengthy Diversion

Skill Feats

  • Lengthy Diversion (<= Shrouded Mien Ancestry feat) Link
  • Cat Fall (background) Link
  • Intimidating Glare (2nd level skill feat) Link

Class Feats

  • Attack of Opportunity (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Shield Block (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Point-Blank Shot (1st) image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png Link
  • Double Slice (2nd) image.png.a446c2a0c3a4006b86f579933d863d35.png Link (changed from Assisting Shot to provide a sans shield melee option)

 


Spells & Powers
Spell Attack Bonus +0 • Untrained +0 •
Spell DC  N/A
Focus Points  N/A
Spells/Day: 

 image.png.379efc2aac589998b31e328018376cd2.png image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png image.png.a446c2a0c3a4006b86f579933d863d35.png image.png.35681396d13597992e50b9603b1fcfe7.png


Inventory 
Money: 1.37 (see purse below)
Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2)

Armor & Shield:

  • Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap)

Weapons:

  • Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff)
  • Light mace (0.40; 1) agile; finesse; shove
  • Shortsword (0.90; L) agile; finesse; versatile S.
  • Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range
  • 18/20 arrows (0.20; 2x L) in quiver

Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)):

Backpack (from Adventurer's Pack):

  • Bedroll
  • Flint & Steel
  • Rope (50')
  • Torch (x5)
  • Waterskin (x1)
  • Chalk (x10)
  • Sacks x5 (empty; 0.01; L)
  • Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all!
  • Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places.

Beltpouch #1

  • Purse (1.37 gp: g/s/c = -/13/7)
  • mirror (1.00; -)
  • signal whistle (0.08; -)
  • tindertwigs (x10; 0.20; -)

Beltpouch #2

  • writing kit (1.00; L)

Bandolier (0.10; -) carry up to x8 L items

  • Smokestick-Lesser (3.00; L)
  • Caltrops (0.30; L)
  • Thieves Tools (3.00; L)

Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7

Status: Unencumbered


Appearance

As a Vampiric (undead) Fetchling:

Height: 6'1" (186 cm)

Weight: 151# (68.5 kg)

Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim.

Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature.

Hair: color unchanged, but now has a sense of weak luminescence about it.

Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed.

Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror.

 

 

Edited by Vedast (see edit history)
Name
AoO/RS vs gaseous form as it leaves threatened and flanked square
29
1d20+11 18
Regular hit with Striking Wpn
9
2d6+2 6,1
Doubled dmg if a Critical
7
2d6+2 3,2
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image.png.010786697dc9130637034f21c25d6d1c.pngCyntheria and Mr Mud

Character Sheet

 

Cyntheria and Mr Mud - Summoner 2


N, Small, Poppet, Wishborn Poppet, Humanoid
Perception +5; Darkvision
Languages None selected
Skills Acrobatics +7, Athletics +0, Deception +8, Diplomacy +8, Intimidation +8, Medicine +5, Occultism +4, Stealth +7
Str +0, Dex +3, Con +2, Int +0, Wis +1, Cha +4
Items Unarmored

AC 17; Fort +8, Ref +7, Will +7
HP 32; Resistances fire -1
Dutiful Retaliation action_reaction.png

Speed 25 feet
Bon Mot action_single.png
Manifest Eidolon action_triple.png
Act Together action_range.png
Share Senses action_single.png
Occult Known Spells DC 18, attack +8; 1st Fear, Magic Missile, Soothe (2 slots); Cantrips Prestidigitation, Protect Companion, Shield, Guidance, Telekinetic Projectile
Focus Spells (1 points) Boost Eidolon action_single.pngRange 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.
Evolution Surge action_double.pngRange 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed.
Reinforce Eidolon action_single.pngRange 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one.
Additional Feats Energy Heart, Harmless Doll, Mummy Dedication, Reinforce Eidolon, Toughness, Wishborn Poppet
Additional Specials Constructed, Disease and Poison Protection, Eidolon (Devotion Phantom Eidolon), Energy Heart (sonic), Evolution Feat, Flammable, Immunity to Death Effects, Link Spells, Negative Healing, Negative Survival, Undead Hunger

 

Cyntheria - Stalwart Guardian2


Medium, Eidolon, Stalwart Guardian, Eidolon

Perception +4; Darkvision
Languages None selected
Skills Acrobatics +6, Athletics +4, Deception +4, Diplomacy +4, Intimidation +4, Medicine +4, Occultism +4, Stealth +6
Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0
Items Unarmored


AC 18; Fort +9, Ref +6, Will +6 +1 to all (Reinforce Eidolon)
HP 32
Dutiful Retaliation action_reaction_black.pngTrigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach.


Speed 25 feet
Melee Primary Attack +8 (Shove), Damage 1d8+4 B +2 Boost Eidolon
Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic

Cyntheria screeched as the vampire turned into mist.

"SCAREDY CAT!" she hollered as she spun around. A smug and vicious little smile crossed her lips as a new idea entered her head. Mud saw the next statement coming and shook his head.

"I'll kill your RATS!"

Mud murmured empowering spells on the girl as she rushed up to the rats flailing wildly with her fists.

OOC

Exploration Activities:

 

Action 1: Act together - Mud cast boost Eidolon, Cyntheria stride (to H6)

Action 2: Cyntheria unarmed attack

Action 3: Mud cast Reinforce Eidolon

 

 

Name
cyn strike
10
1d20+8 2
b dmg
11
1d8+6 5
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spacer.pngKrott | HP 24/30 (0 THP) | AC 18 | Fort +7 Ref +5 Will +4 | Speed: 25 | Perception: +5 (+6 vs. secret doors and traps)
Hero Points: 0/3 | Alchemy
| Conditions: None | Effects: Eagle-eye elixir (lesser) 1 hour, Numbing Tonic (minor), Bestial Mutagen (lesser)


With the vampire master able to quickly gain on him, Krott sees little choice but to act quickly. He doesn't take the time to be careful while climbing down the ladders descending to the lower levels of the tower. Instead, he quickly makes his way to the hole in the floor where the ladder pokes out, hopping down, and attempting to slow his fall near the bottom before turning tail and heading to the next ladder.

OOC & Actions

Round 4

Action 1: Move to the ladder port; If I can use my movement to continue over the ledge and fall, I'll do so, since that fits the actions necessary to do what I need. If I need to spend an action hopping down, however, I'll do that.
Reaction: Grab an edge - Try to catch a ladder rung ~ halfway down to reduce my effective fall distance and take no damage, so I can drop down and take no damage. Krott will roll a reflex save, DC 10, per Discord discussion. Fail (7)
Action 2 and/or 3: Move toward the next ladder, or stand up and grab the boy if I end up failing the reflex save and fall to the ground.

 

Edited by VennDygrem (see edit history)
Name
Reflex to Grab an Edge
7
1d20+5 2
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Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


HP: 31/32 AC: 19 (leather) | Speed: 25' | Darkvision

Perception (E): +7  Initiative: +7 | Fort (E): +8 | Ref (E): +10| Will (T): +5 | Hero Pts: 0

| Skills | Attributes | Attacks |

 

Even as the Master's vaporous form coalesced and drained through the gaps in the stone floor, Razvan felt his newly ensorcelled sword strike home against something ... surely it wasn't his overheated imagination (this refers to AoO rolled in previous post).

That said, he needed to move ... to help delay the Master or succor Krott and the boy ... he turned.

He saw Cyntheria make an attempt to strike with her hands or fists or claws ... he wasn't entirely sure ... but the rats seemed quick. He spoke hurriedly to Demetrius who also had, it seemed, make a quick strike at the hazy enemy.

I'll go first ... hopefully, I'll make way for you to drop down.

With that, Razvan moved to the south, swiping with both sword and dagger in a hope to clear a path through the swarm for Demetrius.

OOC

Will try to use Slashing damage with both SS and dagger (not piercing as he was doing with the Master). Both weapons are S/P versatile.

SS is at +11 due to Sal's magic weapon spell; the dagger at +10 as DS uses a common MAP (-0 currently) for both strikes.

Assuming those pathetic rolls both hit, that would be 14 hp of damage before resistance.

ACTIONS

1. Stride. => H4 => I5 => I6

2. & 3. Double Slice (note: if both hit, damage is combined before any resistance is applied)

 


Character Sheet

Razvan Umbra
Vampiric Fetchling • Martial Disciple • Fighter 2
Medium • CN • Speed 25 • Darkvision

Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery.


Abilities
Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1)

Boosts
• Ancestry: +DEX +STR
• Background: +DEX +CON
• Class: +DEX
• Free:+STR; +DEX; +CON; +CHA

• LVL 2: +WIS


Adventuring & Combat
HP 32/32
Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link
Speed 25'
Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0


Armor and Shields
AC 21/19  Trained +4 • Base 10 • Dex +4 • If shield raised
Leather armor (+1)


Saving Throws 
 Fortitude +8 • Expert +6 • Con +2 • Item 0
 Reflex +10 • Expert +6 • Dex +4 • Item 0
 Will +5 • Trained +4 • Wis +1 • Item 0

Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.


Weapon Proficiencies
 Expert in simple weapons; unarmed attacks; martial weapons.

 Trained in advanced weapons

• Trained in Unarmored Defense and all armors

Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes

Unarmed:

  • Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed
  • Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed

Melee:

  • Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S
  • Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove
  • Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S

Ranged:

  • Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range.
  • 20 arrows (0.20; 2x L)

Background: Martial Disciple (Acrobatics)

  • Trained in Acrobatics and Warfare Lore
  • Cat Fall skill feat (see below)

Skills
♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill)
Arcana +0 • Untrained 0 • Int +0 • Item 0
♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat)
Crafting +0 • Untrained 0 • Int +0 • Item 0
♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat)
Diplomacy +1 • Untrained 0 • Cha +1 • Item 0
♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill)
♦ Lore: Warfare +4  Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill)
Medicine +1 • Untrained 0 • Wis +1 • Item 0
Nature +1 • Untrained 0 • Wis +1 • Item 0
Occultism +0 • Unrained +0 • Int +0 • Item 0
Performance +1 • Untrained 0 • Cha +1 • Item 0
Religion +1 • Untrained 0 • Wis +1 • Item 0
Society +0 • Untrained 0 • Int +0 • Item 0
♦ Stealth +8  Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill)
Survival +1 • Untrained 0 • Wis +1 • Item 0
♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill)

Languages: Common; Necril; Shadowtongue


Abilities
Ability • Type 0 • Notes

Fetchling (Liminal) Features: Fetchling

  • Shadowtongue Link
  • Darkvision Link
  • Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11.

Vampire Features: Vampire Dedication

  • Fangs Unarmed Attack
  • Revulsion to garlic or holy symbol of a Good Deity
  • Weakness to Sunlight slowed 1 =>
  • Drink Blood Action image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png
  • Basic Undead Benefits (below)

Basic Undead Benefits : Link

  • Necril: You know the Necril language.
  • Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
  • Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead.
  • Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead.
  • Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it.
  • Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.image.png.379efc2aac589998b31e328018376cd2.png

 


Feats

Ancestry Feats

  • Shrouded Mien Link  => Lengthy Diversion

Skill Feats

  • Lengthy Diversion (<= Shrouded Mien Ancestry feat) Link
  • Cat Fall (background) Link
  • Intimidating Glare (2nd level skill feat) Link

Class Feats

  • Attack of Opportunity (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Shield Block (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Point-Blank Shot (1st) image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png Link
  • Double Slice (2nd) image.png.a446c2a0c3a4006b86f579933d863d35.png Link (changed from Assisting Shot to provide a sans shield melee option)

 


Spells & Powers
Spell Attack Bonus +0 • Untrained +0 •
Spell DC  N/A
Focus Points  N/A
Spells/Day: 

 image.png.379efc2aac589998b31e328018376cd2.png image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png image.png.a446c2a0c3a4006b86f579933d863d35.png image.png.35681396d13597992e50b9603b1fcfe7.png


Inventory 
Money: 1.37 (see purse below)
Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2)

Armor & Shield:

  • Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap)

Weapons:

  • Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff)
  • Light mace (0.40; 1) agile; finesse; shove
  • Shortsword (0.90; L) agile; finesse; versatile S.
  • Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range
  • 18/20 arrows (0.20; 2x L) in quiver

Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)):

Backpack (from Adventurer's Pack):

  • Bedroll
  • Flint & Steel
  • Rope (50')
  • Torch (x5)
  • Waterskin (x1)
  • Chalk (x10)
  • Sacks x5 (empty; 0.01; L)
  • Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all!
  • Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places.

Beltpouch #1

  • Purse (1.37 gp: g/s/c = -/13/7)
  • mirror (1.00; -)
  • signal whistle (0.08; -)
  • tindertwigs (x10; 0.20; -)

Beltpouch #2

  • writing kit (1.00; L)

Bandolier (0.10; -) carry up to x8 L items

  • Smokestick-Lesser (3.00; L)
  • Caltrops (0.30; L)
  • Thieves Tools (3.00; L)

Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7

Status: Unencumbered


Appearance

As a Vampiric (undead) Fetchling:

Height: 6'1" (186 cm)

Weight: 151# (68.5 kg)

Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim.

Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature.

Hair: color unchanged, but now has a sense of weak luminescence about it.

Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed.

Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror.

 

 

Edited by Vedast (see edit history)
Name
Atk vs. rat swarm (+11)
15
1d20+11 4
Dmg vs. rat swarm (Striking)
10
2d6+2 2,6
Atk (dagger) vs. rat swarm (+10)
18
1d20+10 8
Dmg (dagger) vs. rat swarm 
4
1d4+2 2
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image.png.6f5b87c4e7cf20991e4338a119d9a488.png

Chapter 1:01. The Dawning

Ardis, Ardeal, Ustalev

image.png.02c9211cd35a2e7a4bd2b507d31a5419.png

Flames splash over the swarm of rats. Squealing and dying the room fills with the stench of burning fur and flesh. Wading in Razvan stabs a few more but their numbers seem endless. Cyntheria grabs one of the rats and throttles it, flinging the corpse aside to seek out another.

Demetrius pulls out a jar and lights a wick on it, throwing it into the rat swarm. "Just get below. The bats will be here any second." Flames splash over the area where the eidolon and vampire are standing, burning the remaining rats away.


Two flights below, even as Krot stand from his clumsy leap to escape the vampire, it swings over his head to land in front of him, "Look into my eyes! You will run no further. You will serve me."


OOC Scene Notes

There is a map in the spoiler below. The goblins are moving to the rear entrance.
Please use directions when moving (N, S, E, SE, W, etc)
Round 5

Krot must make a DC20 Will save or be Dominated.

Everyone to act


 

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

Demetrius 26
Sal 21
Krot 19
Vampire 18
Mr Mud 18
Cyntheria 11
Razvan 9

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Loreli Certes Gin Sling Sal

4 damage: 4 troblin bite

 

Krot Razvan Umbra

9 damage: +2 temporary hp; 7 damage bite, 5 damage claw, 4 damage claw, -11 healing, 2 from rat swarm, 4 from falling.

1 damage: 1 fire splash damage

Cyntheria Mr Mud

1 damage: 1 fire splash damage

1 damage: 1 fire splash damage

NON-PLAYER CHARACTER STATUS

Demetrius Rats

0 damage:

Manipulate an object

Strike

Stride
 

DEAD: 4 from Sal, 4 from Razvan, 20 from Demetrius

Resistances physical 6 (except bludgeoning); Weaknesses area damage 3, splash damage 3

Vampire Bats

24 damage

Fast Healing 7, Immunities: death effects, disease, paralyze, poison, sleep; Resistance:s physical 7 (except magical silver); Weaknesses: vampire weaknesses

Stride including tumble through

Dominate [two-actions] (divine, enchantment, incapacitation, mental, visual) The vampire can cast dominate (DC 20) at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait. A creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell.

 

 

. .

 

 

EXPERIENCE TRACKER

 

Show Active Map

Sixth Floor

image.png.d931134e9d69063576819f525f9aa7e3.png

Fourth Floor

image.png.2221b4feacd4464914d720eaab7bfbf5.png

 

 

Edited by hoverfrog (see edit history)
Name
Vampire Acrobatics to tumble through
16
1d20+11 5
Thrown oil
24; 7
1d20+16; 1d8 [8]; [8,7]
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spacer.pngGin Sling Sal

AC 19 HP 22/22 

Gin Sling Sal

Str 10 (+0) Dex 18 (+4) Con 12 (+1)  Int 18 (+4) Wis 12  Cha 10 (+0)
HP 15/15 Perception +5 • Trained 4 • Wis 1 • Item 0 • Senses Darkvision

Speed 30' Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0  AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0 Fort +5 • Reflex +8 • Will +7 (+1 vs disease/poison)

Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes


Skills
Acrobatics +8 • Arcana +8 • Athletics +4 • Crafting +0 • Deception +0 • Diplomacy +4 • Intimidation +0 • Lore: Undead +8 • Medicine +1 •
Nature +5 • Occultism +8 • Performance +0 • Religion +1 • Society +8 • Stealth +8 • Survival +1 • Thievery +4 •

Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin


Abilities
Consume Flesh (manipulate)  While adjacent to a small (or larger) corpse that died in the last hour, you eat a corpse chunk and are satiated for 1 hour.


Feats

Fleet  • Familiar • Widen Spell (1 action) • Arcane Bond • Arcane School = Universalist • Arcane Thesis =Improved familiar attunement • Drain bonded item (1 action) Necril  Undead Vision   Negative Healing  Negative Survival  Immunity to Death Effects  Disease and Poison Protection Undead Hunger  

Spells & Powers
Spell Attack +7 • Untrained 3 • Int 4 Spell DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 3
 

Prepared Spells
Spell 0  Electric Arc, Shield, Detect Magic, Message, Protect Companion

Spell 1  Spell 1st Color Spray (used), Magic Weapon, Mage Armor (used)

Innate Spell 0 • Disrupt Undead

Owl Familiar "Deathclaw" "DeeCee"

Abilities Flier • Fast Movement • • Darkvision • Speech • Independent Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)vMove 40' Flight AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 • Trained: Unarmored (no shield)vHP 10/10 • Fortitude +5 • Trained 4 • Con 1 • Item 0 • Reflex +8 • Trained 4 • Dex 4 • Item 0 • Will +6 • Expert 6 • Wis 0 • Item 0


Inventory
Money: 15 GP 9 SP left
Bulk 0/0 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0)
Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin 1g 4sp

Clothing (Winter) Bulk L • Notes 4sp

Writing Set • Bulk 0 • Notes 1gp

Spellbook (Blank) • Bulk 0 • Notes 1gp

Mirror • Bulk 0 • Notes 1gp

Oil (5) • Bulk 0 • Notes 5cp 1d6 Fire

Potion of Expeditious Retreat • Bulk 0 • The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become fleeing for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are fleeing. You immediately Stride. Activate action_single.png?v=dm-1 Interact 3gp
Alchemist's Fire (2) • Bulk L- • The bomb deals 1d8 fire damage, 1 persisten fire damage and 1 fire splash damage. Notes 6gp cp

Flint and Steel • Bulk - • Notes 5cp

Arms and Armor
Dagger • Bulk 0 • Notes 2sp

Magic

Eye Slash Tattoo: You can see four times farther than normal. If you have darkvision, you can see blood in color. 

 

Sal fetches another flask of alchemist's fire, hurls it and then moves away from the swarm.

OOC: Thank you dice roller, none of my spells have landed and now minimum damage. My guess is you want me to play a different character and seeing as you're so insistent, I'm open to the idea.

OOC: That's obviously a typo on the throw. It's 11.

Edited by Starhawk (see edit history)
Name
Throw Alchemist's Fire
-5
1d20-8 3
Damage
8
1d8 8
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spacer.pngKrott | HP 24/30 (0 THP) | AC 18 | Fort +7 Ref +5 Will +4 | Speed: 25 | Perception: +5 (+6 vs. secret doors and traps)
Hero Points: 0/3 | Alchemy
| Conditions: None | Effects: Eagle-eye elixir (lesser) 1 hour, Numbing Tonic (minor), Bestial Mutagen (lesser)


The vampire moves in front of Krott with a swiftness that belies the creature's weakened state. Exhausted or not, the master is still a vampire, with all their tricks and powers.

Before he has a moment to dart to the next ladder, Krott finds the vampire master's eyes peering deep into his mind, his words dripping with poisoned honey.

OOC & Actions

Krott rolls a will save! Go, Krott, go!

Will Saving Throw

 

Name
Will Saving Throw
19
1d20+4 15
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Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


HP: 31/32 AC: 19 (leather) | Speed: 25' | Darkvision

Perception (E): +7  Initiative: +7 | Fort (E): +8 | Ref (E): +10| Will (T): +5 | Hero Pts: 0

| Skills | Attributes | Attacks |

 

Razvan makes a desperate run. This is what I hope to do. I suppose we can retcon this if needed or @hoverfrog can just place Razvan to as far as he can make it.

To avoid loss of Actions with Interacts to stow weapons so he can climb, the goal is to use the Cat Fall Feat to drop from level to level as follows:

OOC

In other words, Razvan moves into a square such that he falls. He should take no damage from this height and thus, land on his feet.

These levels appear to take five or six (?) diagonals to traverse, though it depends, I suppose, on whether the openings are 10' x 10' and where one lands. The question might be how you rule on Stride + Stride (two consecutive Strides). In other words, moving diagonally with a 25' speed, does one go:

(a) 5 - 10 - 5 (Stride #1) and 5 - 10 - 5 (Stride #2) (used 40' of 50')

(b) 5 - 10 - 5 - 10 - 5 - 10. (used 45' of 50')

I guess it doesn't matter that's six diagonal squares either way. I suppose one could also try 5-10-5 on a diagonal plus a 5' non-diagonal move to use up the 25' movement - that might shorten the second Stride.

In any case, Razvan moves as best he can so as to attempt to move into a square so as to fall down to Level 4.

ACTIONS

1. Leap or Step or Stride & Cat Fall from Roof level to Level 5.

2. Stride (across Level 5)

3. Stride (and, hopefully, Cat Fall down to Level 4).

 


Character Sheet

Razvan Umbra
Vampiric Fetchling • Martial Disciple • Fighter 2
Medium • CN • Speed 25 • Darkvision

Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery.


Abilities
Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1)

Boosts
• Ancestry: +DEX +STR
• Background: +DEX +CON
• Class: +DEX
• Free:+STR; +DEX; +CON; +CHA

• LVL 2: +WIS


Adventuring & Combat
HP 32/32
Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link
Speed 25'
Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0


Armor and Shields
AC 21/19  Trained +4 • Base 10 • Dex +4 • If shield raised
Leather armor (+1)


Saving Throws 
 Fortitude +8 • Expert +6 • Con +2 • Item 0
 Reflex +10 • Expert +6 • Dex +4 • Item 0
 Will +5 • Trained +4 • Wis +1 • Item 0

Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.


Weapon Proficiencies
 Expert in simple weapons; unarmed attacks; martial weapons.

 Trained in advanced weapons

• Trained in Unarmored Defense and all armors

Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes

Unarmed:

  • Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed
  • Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed

Melee:

  • Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S
  • Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove
  • Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S

Ranged:

  • Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range.
  • 20 arrows (0.20; 2x L)

Background: Martial Disciple (Acrobatics)

  • Trained in Acrobatics and Warfare Lore
  • Cat Fall skill feat (see below)

Skills
♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill)
Arcana +0 • Untrained 0 • Int +0 • Item 0
♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat)
Crafting +0 • Untrained 0 • Int +0 • Item 0
♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat)
Diplomacy +1 • Untrained 0 • Cha +1 • Item 0
♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill)
♦ Lore: Warfare +4  Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill)
Medicine +1 • Untrained 0 • Wis +1 • Item 0
Nature +1 • Untrained 0 • Wis +1 • Item 0
Occultism +0 • Unrained +0 • Int +0 • Item 0
Performance +1 • Untrained 0 • Cha +1 • Item 0
Religion +1 • Untrained 0 • Wis +1 • Item 0
Society +0 • Untrained 0 • Int +0 • Item 0
♦ Stealth +8  Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill)
Survival +1 • Untrained 0 • Wis +1 • Item 0
♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill)

Languages: Common; Necril; Shadowtongue


Abilities
Ability • Type 0 • Notes

Fetchling (Liminal) Features: Fetchling

  • Shadowtongue Link
  • Darkvision Link
  • Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11.

Vampire Features: Vampire Dedication

  • Fangs Unarmed Attack
  • Revulsion to garlic or holy symbol of a Good Deity
  • Weakness to Sunlight slowed 1 =>
  • Drink Blood Action image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png
  • Basic Undead Benefits (below)

Basic Undead Benefits : Link

  • Necril: You know the Necril language.
  • Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
  • Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead.
  • Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead.
  • Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it.
  • Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.image.png.379efc2aac589998b31e328018376cd2.png

 


Feats

Ancestry Feats

  • Shrouded Mien Link  => Lengthy Diversion

Skill Feats

  • Lengthy Diversion (<= Shrouded Mien Ancestry feat) Link
  • Cat Fall (background) Link
  • Intimidating Glare (2nd level skill feat) Link

Class Feats

  • Attack of Opportunity (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Shield Block (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Point-Blank Shot (1st) image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png Link
  • Double Slice (2nd) image.png.a446c2a0c3a4006b86f579933d863d35.png Link (changed from Assisting Shot to provide a sans shield melee option)

 


Spells & Powers
Spell Attack Bonus +0 • Untrained +0 •
Spell DC  N/A
Focus Points  N/A
Spells/Day: 

 image.png.379efc2aac589998b31e328018376cd2.png image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png image.png.a446c2a0c3a4006b86f579933d863d35.png image.png.35681396d13597992e50b9603b1fcfe7.png


Inventory 
Money: 1.37 (see purse below)
Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2)

Armor & Shield:

  • Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap)

Weapons:

  • Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff)
  • Light mace (0.40; 1) agile; finesse; shove
  • Shortsword (0.90; L) agile; finesse; versatile S.
  • Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range
  • 18/20 arrows (0.20; 2x L) in quiver

Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)):

Backpack (from Adventurer's Pack):

  • Bedroll
  • Flint & Steel
  • Rope (50')
  • Torch (x5)
  • Waterskin (x1)
  • Chalk (x10)
  • Sacks x5 (empty; 0.01; L)
  • Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all!
  • Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places.

Beltpouch #1

  • Purse (1.37 gp: g/s/c = -/13/7)
  • mirror (1.00; -)
  • signal whistle (0.08; -)
  • tindertwigs (x10; 0.20; -)

Beltpouch #2

  • writing kit (1.00; L)

Bandolier (0.10; -) carry up to x8 L items

  • Smokestick-Lesser (3.00; L)
  • Caltrops (0.30; L)
  • Thieves Tools (3.00; L)

Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7

Status: Unencumbered


Appearance

As a Vampiric (undead) Fetchling:

Height: 6'1" (186 cm)

Weight: 151# (68.5 kg)

Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim.

Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature.

Hair: color unchanged, but now has a sense of weak luminescence about it.

Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed.

Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror.

 

 

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image.png.010786697dc9130637034f21c25d6d1c.pngCyntheria and Mr Mud

Character Sheet

 

Cyntheria and Mr Mud - Summoner 2


N, Small, Poppet, Wishborn Poppet, Humanoid
Perception +5; Darkvision
Languages None selected
Skills Acrobatics +7, Athletics +0, Deception +8, Diplomacy +8, Intimidation +8, Medicine +5, Occultism +4, Stealth +7
Str +0, Dex +3, Con +2, Int +0, Wis +1, Cha +4
Items Unarmored

AC 17; Fort +8, Ref +7, Will +7
HP 32; Resistances fire -1
Dutiful Retaliation action_reaction.png

Speed 25 feet
Bon Mot action_single.png
Manifest Eidolon action_triple.png
Act Together action_range.png
Share Senses action_single.png
Occult Known Spells DC 18, attack +8; 1st Fear, Magic Missile, Soothe (2 slots); Cantrips Prestidigitation, Protect Companion, Shield, Guidance, Telekinetic Projectile
Focus Spells (1 points) Boost Eidolon action_single.pngRange 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.
Evolution Surge action_double.pngRange 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed.
Reinforce Eidolon action_single.pngRange 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one.
Additional Feats Energy Heart, Harmless Doll, Mummy Dedication, Reinforce Eidolon, Toughness, Wishborn Poppet
Additional Specials Constructed, Disease and Poison Protection, Eidolon (Devotion Phantom Eidolon), Energy Heart (sonic), Evolution Feat, Flammable, Immunity to Death Effects, Link Spells, Negative Healing, Negative Survival, Undead Hunger

 

Cyntheria - Stalwart Guardian2


Medium, Eidolon, Stalwart Guardian, Eidolon

Perception +4; Darkvision
Languages None selected
Skills Acrobatics +6, Athletics +4, Deception +4, Diplomacy +4, Intimidation +4, Medicine +4, Occultism +4, Stealth +6
Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0
Items Unarmored


AC 18; Fort +9, Ref +6, Will +6 +1 to all (Reinforce Eidolon)
HP 32
Dutiful Retaliation action_reaction_black.pngTrigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach.


Speed 25 feet
Melee Primary Attack +8 (Shove), Damage 1d8+4 B +2 Boost Eidolon
Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic

Mud winced as the flames washed over him. One issue he had with his new form is that it burn a too easily. He patted at his arm to prevent it catching fire as he moved forward as the rats sizzled away.

"Down Cyntheira. Save the boy!"

Cyntheira bit the head from the last rat in her hands, dark blood burst in a splatter down her chin as she moved to the hatch and scurried after the vampire, Krott and the boy.

Mud followed along as quickly as he could.

 

OOC

Exploration Activities:

 

Action 1: Act Together: Cyntheira two action stride, Mud one action stride

Action 2: Cyntheria one action stride

Action 3: Cyntheria one action stride IF she was already at the ladder for the way down to the fourth AND she can - she'll jump/drop down onto the vampire hoping to do damage and/or knock him over. Let me know if you need any rolls for that. She won't care about damage to herself.

 

 

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image.png.6f5b87c4e7cf20991e4338a119d9a488.png

Chapter 1:01. The Dawning

Ardis, Ardeal, Ustalev

image.png.02c9211cd35a2e7a4bd2b507d31a5419.png

Sal throw her alchemist's fire at the approaching bat swarm which bursts in the air. Several flaming bats drop from the sky, leaving trails or light that fall to the path below.

When Cyntheria reaches the ladder the vampire is not in sight though she can see Krot below. Razvan leaps past her, diving down the ladder and leaping off the wall, Demetrius just behind him.

The vampire seems unconcerned by the people arriving. He holds his hands out to Krot, "Hand me the boy."

Krot meekly does so and the vampire, now holding the child, moves across the room. Halfway across he draws a dagger that glimmers with silvery light, "Kill them all, orc kin. Use your strongest ability and don't spare yourself."

"My servant, you will pay for your betrayal."


OOC Scene Notes

There is a map in the spoiler below. The goblins are moving to the rear entrance.
Please use directions when moving (N, S, E, SE, W, etc)

Krot has to obey the Dominate. He has used one action to hand the boy to the vampire and has two actions left. Afterwards he gets another saving throw.
Round 6

Everyone to act


 

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

Demetrius 26
Sal 21
Krot 19
Vampire 18
Mr Mud 18
Cyntheria 11
Razvan 9

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Loreli Certes Gin Sling Sal

4 damage: 4 troblin bite

 

Krot Razvan Umbra

9 damage: +2 temporary hp; 7 damage bite, 5 damage claw, 4 damage claw, -11 healing, 2 from rat swarm, 4 from falling.

Dominated

1 damage: 1 fire splash damage

Cyntheria Mr Mud

1 damage: 1 fire splash damage

1 damage: 1 fire splash damage

NON-PLAYER CHARACTER STATUS

Demetrius Rats

0 damage:

Stride
Stride
Stride

DEAD: 4 from Sal, 4 from Razvan, 20 from Demetrius

Resistances physical 6 (except bludgeoning); Weaknesses area damage 3, splash damage 3

Vampire Bats

17 damage

Fast Healing 7, Immunities: death effects, disease, paralyze, poison, sleep; Resistances physical 7 (except magical silver); Weaknesses: vampire weaknesses

Command Krot
Stride
Manipulate (draw dagger)

 

 

 

. .

 

 

EXPERIENCE TRACKER

 

Show Active Map

Sixth Floor

image.png.780bc24af80a07c40795c8fa4c2a17b7.png

Fifth Floor

image.png.320fa83b349df5ee038845cbaae9fa5d.png

Fourth Floor

image.png.07b0c1e3f101db18b515f1aff3b054c9.png

 

Edited by hoverfrog (see edit history)
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