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Chapter 1:01. The Dawning


hoverfrog

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spacer.pngKrott | HP 20/30  | AC 18 | Fort +7 Ref +5 Will +4 | Speed: 25 | Perception: +4
Hero Points: 0/3 | Alchemy
| Conditions: N/A | Effects: Bestial Mutagen - 1 minute


Krott nods to the others, their plans having been carried out and preparations made as well as possible with the limited time they had available. Loreli was watching Danior safely in the carriage by this point, and unless this was a decoy, Tallon had to be inside. The question remains: in what condition would they find him?

Their resources had run dry, and the vampire is stronger than any of them despite his weakened state. All they can do now is try their damnedest to end this once and for all. They had been given a shot at redemption, and whether they were ready for that or not, running away isn't what 'good' people do. Is it? Krott buries that thought and realigns his grip on the crowbar, ready to lever open the sarcophagus as another member of the group is ready with a stake. Meanwhile, Krott mentally commands Slag to pass him elixirs as necessary once the lid is open.

OOC & Actions

Prior to opening the lid, Krott will take another Bestial Mutagen. Cyntheria will take the Drakeheart Mutagen and Bravo's Brew ("These taste yucky, Mr. Mud!" "They're good for you, girl! Like medicine." "I hate medicine!" etc. etc.)
Slag is commanded to pass items into my hand via the Valet ability.

Krott will open the sarcophagus. Someone in the party, either Sal or Demtrius I'm guessing (but not certain), should be ready to stake Tallon if he's still unconscious, or as soon as he is. Maybe even Cyntheria. Mr. Mud will stand back, away from the party members who are grouped up near the sarcophagus (whoever that may be). Mr. Mud will cast Boost Eidolon on Cyntheria on the first round, to improve her damage.

Edited by VennDygrem (see edit history)
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Posted (edited)

image.png.6f5b87c4e7cf20991e4338a119d9a488.png

Chapter 1:01. The Dawning

Ardis, Ardeal, Ustalev

image.png.82e0d9f15b08d561b748161efdbfd6a9.pngDemetrius relishes the opportunity to slay his former master. He raises a wooden stake, hastily crafted from a table leg, but, just as he is about to bring it down, he freezes, "No! Kill you!"

Some force seems to have locked his limbs in place. He's unable to move. The stone coffin is cracked open and the body of the vampire, Tallon, lies within, partly exposed.


OOC Scene Notes

There is a map in the spoiler below.
Please use directions when moving (N, S, E, SE, W, etc) or grid locations

Out of combat


 

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

 

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Loreli Certes Gin Sling Sal

4 damage: 4 troblin bite

 

Krott Razvan Umbra

19 damage

1 damage: 1 fire splash damage

Cyntheria Mr Mud

9 damage: 1 fire splash damage, 8 damage from Krot

9 damage: 1 fire splash damage, 8 damage from Krot

NON-PLAYER CHARACTER STATUS

Demetrius .

26 damage: 26 from Master's dagger

Fast healing 5

 

Vampire .

 

 

. .

 

 

EXPERIENCE TRACKER

 

Show Active Map

image.jpeg.cd19e04e58bfc4ce292b8440979772d3.jpeg

 

Edited by hoverfrog (see edit history)
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  • 2 weeks later...

 

Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


HP: 30/32 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 |

 

As per previous, Razvan will strike with the "Master's Dagger" specifically trying to sever the head.

OOC

Now under effect of Bravo's Brew (+1 to Will Saves)

Assuming dagger is +1 silver (potency, but not striking)

I'm still not certain as to what is happening vis-a-vis initiative, but I shall roll as per previous post declared actions.

Is Tallon considered "Prone?"

ACTIONS
  • Avert Gaze to avoid meeting Tallon's gaze (+2 circumstance bonus vs. visual effects)
  • Strike with dagger preferably at the neck.
  • Strike with dagger " " "

 


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
Strike #1 (MAP = 0)
14
1d20+11 3
Strike #2 (MAP = -5)
10
1d20+6 4
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spacer.pngKrott | HP 20/30  | AC 18 | Fort +7 Ref +5 Will +4 | Speed: 25 | Perception: +4
Hero Points: 0/3 | Alchemy
| Conditions: N/A | Effects: Bestial Mutagen - 1 minute


Krott's heart would be pounding were he still alive. Even still, the logical processes in his mind translate to cold dread at the party reveals Tallon in his stone coffin. Then, Demetrius becomes frozen in place. It seems all it takes to set things from bad to worse is facing their recuperating foe yet again, and he hasn't even lifted a finger yet. He quickly tries to scan the master vampire to determine what state he's in, other than 'dangerous.'

Krott drops the crowbar, no longer needing it to open the lid, and make his own strike, as feeble a gesture as it may be.

OOC & Actions

We knew from discussion with Demetrius and general knowledge checks, I believe, that we had a specific period of time before Tallon would regenerate, and we know that we exceeded that time (though by what amount, I don't know). Even without that, we also know that clearly he must be able to control Demetrius, since he's currently frozen, so he must be conscious or else he couldn't control his spawn as such. So, that tells Krott enough to know that they need to try and take Tallon out again.

So, he attacks, after rolling a Recall Knowledge using Medicine (hopefully) to determine what state Tallon is in, to a general degree. Obviously I don't expect an exact HP total, but I'm looking for a reasonable approximation of how healed he seems - ie: His wounds seem nearly all healed, or he still seems weak, etc.

Then, attack.

Finally, I'd like to try and grab the stake from Demetrius, since he clearly can't use it currently. Is that an action, and if so, is it Athletics to grab/grapple, disarm, etc.? A simple interact action?

Action :OneAction:Recall Knowledge (Medicine)
Action :OneAction:Strike Tallon with jaws attack
Action :OneAction:Interact or Athletics if needed

 


image.png.010786697dc9130637034f21c25d6d1c.pngCyntheria and Mr Mud HP: 23/32 | (C) AC: 21 F: 10 R: 6 W: 7 (8 vs. Fear) | (M) AC: 17 F: 8 R: 7 W: 7
Effects: Drakeheart Mutagen, LesserYou gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. You also gain the Final Surge action.

+4 Item bonus, +2 Dex cap, +1 Perception, -1 Reflex & Will saves, -1 Recall Knowledge checks
(C), Bravo's Brew, LesserFor the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear.

+1 Will saves, +2 vs. Fear
(C), Boost Eidolon 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.(C) | Conditions:
N/A

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
Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic

Acting as they were told, Mr. Mud continues channeling power into Cyntheria, whom he directs to focus attacks on Tallon. While Mr. Mud remains at the edge of the room, he casts his spell while the ghostly girl thrums with vibrational energy. She shouts out, and sonic waves pulse through her, causing her softly-floating hair to whip out like a buffeting wing along with the sound waves.

However, her wails are unfocused, and it's hard to land a solid blow on even an unmoving target if you're attacking strictly through the power of primal emotion.

OOC

C&M Actions
Action :OneAction:Act Together: Mud casts Boost Eidolon on Cyntheria, and Cyntheria makes a Strike:OneAction:vs. Tallon with her secondary unarmed strike, dealing sonic damage on a hit.
Action :OneAction:Cyntheria strikes again with the sonic attack.
Action :OneAction:Mud casts Reinforce Eidolon, granting Cyntheria +1 status bonus to AC and saves for 1 round.


Per OOC chat in the Discord, I'm taking momentary control of Cyntheria and Mud so we can move on to the next round without waiting for allefgib to respond.

Edited by VennDygrem (see edit history)
Name
Krott Strike (Jaws) vs. Tallon
20
1d20+9 11
Jaws Damage, if applicable
5
1d6+4 1
Knowledge (Medicine)
23
1d20+4 19
Athletics, if necessary (Else, ignore)
10
1d20+4 6
Cyntheria Strike (Sonic) vs. Tallon
16
1d20+8 8
Cyntheria Strike (Sonic, MAP -4) vs. Tallon
15
1d20+4 11
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