TheRaconteur Posted December 20, 2023 Clone Share Posted December 20, 2023 (edited) Sorena Ortho - Traitor to Cheliax 23Shield Raised | HP: 44/44 | Fortitude: +11 | Reflex: +8 | Will: +7 | Perception: +5 Conditions: RepellentThis specialized cream serves as a repellent to stave off insects. The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you an item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute. Critical Success The creature can act normally. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and fleeing. Pressing forward, Sorena stepped into the dead end and pushed her gauntleted fingers up along the wall. "Here." The patch where she pressed clicked, sinking into the wall. With a groaning sound, the whole thing swung open, revealing another dark tunnel. The Citadel had possessed many such hidden passages, means for the staff to tend to the needs of the Hellknights they serviced without getting in the way. She didn't exactly have an eye for it, for the architecture here was strange, but she understood the principal. Clearly something had gone this way, so the discolored patch of stone had immediately caught her eye. Only then did she seem to register what Omolara had said. "Oh, sorry." She answered, awkward in all things. OOC Conditions: Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. with her Shield Raised Edited December 20, 2023 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted December 20, 2023 Clone Share Posted December 20, 2023 Sweeth Tooth - Catfolk Thaumaturge 3 HP: 35/35 | AC: 18 | Speed: 25ft | Hero: 2/3 Perception: +7 Low Light Vision | Fort: +8 | Ref: +9 | Will: +7 StatisticsStr +0 Dex +2 Con +1 Int +3 Wis +0 Cha +3 Languages: Ammuran, Common, Draconic, Elven, Sylvan Attacks: -Wand Reflex DC18 Damage: 1d4+2 Electrical • Concentration, Evocation, Magical, Manipulate, Thaumaturge, Range 60ft -Star Knife +8/+4/+0 Damage: 1d4+2 Piercing • Agile, Deadly 1d6, Finesse, Thrown 20ft, Versatile S -Unarmed Strike +8/+4/+0 Damage: 1d4 Bludgeon • Agile, Finesse, Non-lethal, Unarmed Cantrips: Gouging Claw, Shield | Equipment Consumables: -Jade Cat -Potency Crystal *1 Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Spellbook Armour: -Leather armour Coins : 8gp 9sp | AbilitiesClass: -Fling Magic -Exploit Vulnerability -Scroll Thaumaturgy -Talisman Esoterica -Esoteric Lore -Implement's Empowerment Ancestry: -Cat's Luck -Land on your Feet -Liminal Catfolk Skill: -Schooled in Secrets -Intimidating Glare -Dubious Knowledge -Terrifying Resistance Other: -Wizard Dedication -Attack Potency +1 -Skill Potency (Estoric Lore) | SkillsAcrobatics: +7 (T) Arcana: +8 (T) Athletics: +5 (T) Crafting: +3 Deception: +8 (T) Diplomacy: +8 (T) Lore (Academia): +8 (T) Lore (Esoteric): +11 (E) Intimidate: +10 (E) Medicine: +0 Nature: +5 (T) Occultism: +8 (T) Performance: +3 Religion: +5 (T) Society: +8 (T) Stealth: +7 (T) Survival: +0 Thievery: +7 (T) Conditions : Vermin Repellent Sweet Tooth wrinkled up her nose as Sorena found the door that had eluded her. She then rolled her eyes and shrugged. "Good eyes, nicely done. Perhaps we should see what lies beyond, now that the door is open?" She grinned, excited to find what was beyond. Curiosity killed the cat, some said, but it also was a lot of fun. She peered into the room beyond, hoping to find treasure! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Lycar Posted December 20, 2023 Clone Share Posted December 20, 2023 %5Btable%3D2%2C1%5D%20%5Br%3D1%2C1%5D%5BIMG2%3D150%5Dhttps%3A%2F%2Fog.myth-weavers.com%2Fattachment.php%3Fattachmentid%3D101183%26d%3D1629905609%5B%2FIMG2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DMac%20T%C3%ADre%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2505803%22%5DMac%20T%C3%ADre%5B%2FURL%5D%5B%2FB%5D%20%0A%5Bb%5DHP%3A%5B%2Fb%5D37%2F38%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D20%0A%5Bb%5DConditions%3A%5B%2Fb%5D%20Vermin%20repellent%20(4%20hours%2C%20%2B1%20Item%20vs.%20poison%2C%20DC%2017)%20%0A%5Bb%5DHero%20Points%3A%203%5B%2Fb%5D%20%20%20%0A%5Bb%5DSpells%20prepared%3A%5B%2Fb%5D%20Electric%20Arc%2C%20Stabilise%0A%5B%2Ffieldset%5D%5B%2Ftable%5D Mac Tíre Mac Tíre HP: 37/38 - AC: 20 Conditions: Vermin repellent (4 hours, +1 Item vs. poison, DC 17) Hero Points: 3 Spells prepared: Electric Arc, Stabilise "Hmm. I dunno. I think it is better to push on and deal with all enemies we find. Then can we, like, explore this place safely", Mac ponders, trying to get a look at what lies past the hidden door. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Lex Samreeth Posted December 20, 2023 Clone Share Posted December 20, 2023 Banana is looking around nervously. He had previously stated that he was not comfortable in caves, and he is clearly not enjoying lingering in this environment. However, he does pipe up with an insight. "Say, uh...not sure how we'd do this down here, but back in the tribe, we'd occasionally stretch a long hair across the entrance to a cave to see if something was dwelling there. If we came back, and the hair was broken, something passed through. I'm not sure how we'd do it down here, since there's no soft ground to drive in stakes, but it would let us know if something or someone was hiding in there." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ulysses Dare Posted December 20, 2023 Clone Share Posted December 20, 2023 Omolara Ancestry: Human | Heritage: Half-elf | Class: Ranger | Background: Sponsored By A Stranger Primary branch: Rain-Scribe (lvl 1) | Secondary branch: Uzunjati (lvl 1) | Application | Character sheet HP: 44/44 | Hero Points: 2 | Focus Points: 1/1 | Cantrip(s): Stabilize Condition(s): Vermin repellent(4 hours)" "We could secure it with a wedge," Omolara suggested. "Perhaps there's a bit of wood or stone amongst those debris that would serve." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LDDragon Posted December 20, 2023 Author Clone Share Posted December 20, 2023 (edited) Mac looks for tracks, but does not find any apart from the ones from the party. Sweet Tooth is suspicious of the west wall and looks for a secret door, but is not quite successful in finding it. Omolara stands ready with bow and arrow, Amosgarn on her shoulder. Sorena finds tracks to and from the west wall. Mac suggests the merits of a pickaxe in getting through the west wall. Sweet Tooth gives an annoyed growl, giving up on the wall for now. Omolara suggests exploring the rest of the caverns first. Sorena spots the opening mechanism and activates it. Sweet Tooth peers into the room beyond. Mac also has a look. Banana shares his insight about detecting intruders. Omolara suggests a wedge. 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. Averaged initiative that all enemies go on is 22. Jinkins have not been seen yet. 22 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 December 20, 2023 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 1st Jinkin, not seen yet, initiative 20 1d20+7 13 2nd Jinkin, not seen yet, initiative 21 1d20+7 14 Stone ghost initiative 25 1d20+13 12 Link to comment Share on other sites More sharing options...
Eagleheart Posted December 20, 2023 Clone Share Posted December 20, 2023 (edited) Thura (Sanctuary) HP: 35/35 AC: 17 Perception +9 Fort +7 Ref +7 Will +11 Thura senses danger and quickly casts a spell to defend herself, then casts another to aid Mac. Actions cast Sanctuary on herself cast Guidance on Mac @Lycar Edited December 20, 2023 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 24 1d20+9 15 Link to comment Share on other sites More sharing options...
TheRaconteur Posted December 21, 2023 Clone Share Posted December 21, 2023 (edited) Sorena Ortho - Traitor to Cheliax 23Shield Raised | HP: 44/44 | Fortitude: +11 | Reflex: +8 | Will: +7 | Perception: +5 Conditions: RepellentThis specialized cream serves as a repellent to stave off insects. The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you an item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute. Critical Success The creature can act normally. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and fleeing. Sorena's shield of conjured forgeiron was raised high, but she lacked the battle instincts of a true Hellknight. She could do little but stare as her brain tried to process what it was she was looking at. OOC Conditions: Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. with her Shield Raised Edited December 21, 2023 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 15 1d20+5 10 Link to comment Share on other sites More sharing options...
Lycar Posted December 21, 2023 Clone Share Posted December 21, 2023 (edited) %5Btable%3D2%2C1%5D%20%5Br%3D1%2C1%5D%5BIMG2%3D150%5Dhttps%3A%2F%2Fog.myth-weavers.com%2Fattachment.php%3Fattachmentid%3D101183%26d%3D1629905609%5B%2FIMG2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DMac%20T%C3%ADre%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2505803%22%5DMac%20T%C3%ADre%5B%2FURL%5D%5B%2FB%5D%20%0A%5Bb%5DHP%3A%5B%2Fb%5D37%2F38%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D20%20%2B2%0A%5Bb%5DConditions%3A%5B%2Fb%5D%20Vermin%20repellent%20(4%20hours%2C%20%2B1%20Item%20vs.%20poison%2C%20DC%2017)%20%0A%5Bb%5DHero%20Points%3A%203%5B%2Fb%5D%20%20%20%0A%5Bb%5DSpells%20prepared%3A%5B%2Fb%5D%20Electric%20Arc%2C%20Stabilise%0A%5B%2Ffieldset%5D%5B%2Ftable%5D Mac Tíre Mac Tíre HP: 37/38 - AC: 20 +2 Conditions: Vermin repellent (4 hours, +1 Item vs. poison, DC 17) Hero Points: 3 Spells prepared: Electric Arc, Stabilise Gazing into the room, Mac is distracted by the unexpected splendor for just a moment, for his instincts kick in the moment he spots another being in the room, for who, if not the one hiding behind the trophies of his slain fellow students would be their killer? So without really thinking about anything, Mac snarls as he pushes past the two newest members of his cohort, moves closer to the figure at the desk and, shield and weapon raised, challenges it. "You! Murderer! Why did you kill our friends!", he demands, voice stricken with both rage and grief. Edited December 21, 2023 by Lycar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 29 1d20+9 20 Link to comment Share on other sites More sharing options...
omegoku Posted December 21, 2023 Clone Share Posted December 21, 2023 (edited) Sweeth Tooth - Catfolk Thaumaturge 3 HP: 35/35 | AC: 18 | Speed: 25ft | Hero: 2/3 Perception: +7 Low Light Vision | Fort: +8 | Ref: +9 | Will: +7 StatisticsStr +0 Dex +2 Con +1 Int +3 Wis +0 Cha +3 Languages: Ammuran, Common, Draconic, Elven, Sylvan Attacks: -Wand Reflex DC18 Damage: 1d4+2 Electrical • Concentration, Evocation, Magical, Manipulate, Thaumaturge, Range 60ft -Star Knife +8/+4/+0 Damage: 1d4+2 Piercing • Agile, Deadly 1d6, Finesse, Thrown 20ft, Versatile S -Unarmed Strike +8/+4/+0 Damage: 1d4 Bludgeon • Agile, Finesse, Non-lethal, Unarmed Cantrips: Gouging Claw, Shield | Equipment Consumables: -Jade Cat -Potency Crystal *1 Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Spellbook Armour: -Leather armour Coins : 8gp 9sp | AbilitiesClass: -Fling Magic -Exploit Vulnerability -Scroll Thaumaturgy -Talisman Esoterica -Esoteric Lore -Implement's Empowerment Ancestry: -Cat's Luck -Land on your Feet -Liminal Catfolk Skill: -Schooled in Secrets -Intimidating Glare -Dubious Knowledge -Terrifying Resistance Other: -Wizard Dedication -Attack Potency +1 -Skill Potency (Estoric Lore) | SkillsAcrobatics: +7 (T) Arcana: +8 (T) Athletics: +5 (T) Crafting: +3 Deception: +8 (T) Diplomacy: +8 (T) Lore (Academia): +8 (T) Lore (Esoteric): +11 (E) Intimidate: +10 (E) Medicine: +0 Nature: +5 (T) Occultism: +8 (T) Performance: +3 Religion: +5 (T) Society: +8 (T) Stealth: +7 (T) Survival: +0 Thievery: +7 (T) Conditions : Vermin Repellent Sweet Tooth peered into the room and left out a purr. She would like to try that bed, and that chair. She looked at the strange stone man and tried to remember what she could about the strange creature. Mac burst into the room with a challenge, so it seemed it was time to fight. Her mind raced and she remembered plently about stone ghost creatures! They were tough, it was hard to get through their stoney skin! Luckily she had just the thing. She moved into the room, raising her wand, she flung an overcharged spark of lightning at the creature to keep him off guard while her other hand rummaged through her bag. She pulled a small semi transparent rag forth and with a grin went for her blade. Action 1: Expoit Vulnerability (Looks like critical success, she knows "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") She will use Personal Antithesis to give the target creature a weakness 3 against her unarmed and weapon Strikes Action 2: Move 25ft (see map) Action 3: Fling Magic DC 18 Reflex or take 9 Electrical damage Edited December 21, 2023 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Init 24 1d20+7 17 Exploit Vulnerabilty (Esoteric Know) 30 1d20+11 19 Fling Magic (Electrical) 9 2d6+3 2,4 Link to comment Share on other sites More sharing options...
Ulysses Dare Posted December 21, 2023 Clone Share Posted December 21, 2023 (edited) Omolara Ancestry: Human | Heritage: Half-elf | Class: Ranger | Background: Sponsored By A Stranger Primary branch: Rain-Scribe (lvl 1) | Secondary branch: Uzunjati (lvl 1) | Application | Character sheet HP: 44/44 | Hero Points: 2 | Focus Points: 1/1 | Cantrip(s): Stabilize Condition(s): Vermin repellent(4 hours)" Caught off guard by the door's sudden opening, Omalara found her line of fire blocked as Mac and Sweet Tooth surged into the room. Scanning frantically for a clear shot, she spies a lurking pair of shadowy forms. "Beware! There are two more under the bed!" Edited December 22, 2023 by Ulysses Dare (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 18 1d20+8 10 Link to comment Share on other sites More sharing options...
LDDragon Posted December 27, 2023 Author Clone Share Posted December 27, 2023 (edited) Thura senses danger and quickly casts a protective spell on herself, and another one to aid Mac. Sorena has shield ready, but is slower to act. Mac snarls as he pushes past the two newest members of his cohort, moves closer to the figure at the desk and, shield and weapon raised, challenges it. "You! Murderer! Why did you kill our friends!" he demands, voice stricken with both rage and grief. "Vengeance on the school!" The young man snarls in response to Mac, responding to him in Common. Sweet Tooth moves into the room, raising her wand, flinging an overcharged spark of lightning at the creature to keep him off guard while her other hand rummaged through her bag. She pulled a small semi transparent rag forth and with a grin went for her blade. The lightning hits the young man and he grunts, mildly surprised that she had gotten through his defences. Omolara scans frantically for a clear shot, and spies a lurking pair of shadowy forms. "Beware! There are two more under the bed!" 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 Mac and Sweet Tooth. Combat Everyone roll initiative. Averaged initiative that all enemies go on is 22. Jinkins have not been seen yet. 22 Stone ghost. AC 20. Max HP 40. AC 21 temporarily due to shield spell. Total damage 0. Resistance 5 except force or ghost touch, and double resistance vs non magical, stone, or effects with the earth trait. 22 Jinkin 1. AC 17. Max HP 19. 22 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 January 3 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stone ghost reflex vs Sweet Tooth electricity 13 1d20+9 4 Link to comment Share on other sites More sharing options...
Lycar Posted December 27, 2023 Clone Share Posted December 27, 2023 (edited) %5Btable%3D2%2C1%5D%20%5Br%3D1%2C1%5D%5BIMG2%3D150%5Dhttps%3A%2F%2Fog.myth-weavers.com%2Fattachment.php%3Fattachmentid%3D101183%26d%3D1629905609%5B%2FIMG2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DMac%20T%C3%ADre%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2505803%22%5DMac%20T%C3%ADre%5B%2FURL%5D%5B%2FB%5D%20%0A%5Bb%5DHP%3A%5B%2Fb%5D37%2F38%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D20%20%2B2%0A%5Bb%5DConditions%3A%5B%2Fb%5D%20Vermin%20repellent%20(4%20hours%2C%20%2B1%20Item%20vs.%20poison%2C%20DC%2017)%20%0A%5Bb%5DHero%20Points%3A%203%5B%2Fb%5D%20%20%20%0A%5Bb%5DSpells%20prepared%3A%5B%2Fb%5D%20Electric%20Arc%2C%20Stabilise%0A%5B%2Ffieldset%5D%5B%2Ftable%5D Mac Tíre Mac Tíre HP: 37/38 - AC: 20 +2 Conditions: Vermin repellent (4 hours, +1 Item vs. poison, DC 17) Hero Points: 3 Spells prepared: Electric Arc, Stabilise Mac is about to attack the murderer when Omolara's warning draws his attention to the two extra enemies. So he holds his position and raises his shield, spinning up his weapon to attack whatever dares approach him firstReady attack on first enemy to get into range if any. "You are outnumbered, you better yield!" Edited December 27, 2023 by Lycar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Potential RS + damage 28; 6 1d20+10;1d6+2 [18]; [18,4] Link to comment Share on other sites More sharing options...
Ulysses Dare Posted December 27, 2023 Clone Share Posted December 27, 2023 Omolara Ancestry: Human | Heritage: Half-elf | Class: Ranger | Background: Sponsored By A Stranger Primary branch: Rain-Scribe (lvl 1) | Secondary branch: Uzunjati (lvl 1) | Application | Character sheet HP: 44/44 | Hero Points: 2 | Focus Points: 1/1 | Cantrip(s): Stabilize Condition(s): Vermin repellent(4 hours)" Kind of the villain to announce himself, Omolara mused as she sprinted into the room. Taking up a position between the far wall and a table gave her an excellent view of the room along with modest cover. After taking a moment to assess the young man facing Mac, she unleashed two arrows. Tabletop Action 1: Stride 30 ft. Action 2: Hunt prey on Stone Ghost Action 3: Hunted Shot at Stone Ghost Name xDiceName xDiceResult xDiceString xDiceRolls Hunted shot 1 27 1d20+10 17 Hunted shot 2 19 1d20+10 9 Damage 1 2 1d6 2 Damage 2 1 1d6 1 Precision on first hit 7 1d8 7 Link to comment Share on other sites More sharing options...
Lex Samreeth Posted December 27, 2023 Clone Share Posted December 27, 2023 (edited) Banana has been biding his time, but quickly runs into the room, glaring at the two gremlins as he raises his hand. "Revenge on the school by killing those who weren't involved, for the consequences of your own actions? Dark Mother definitely touched you in your head, because you're talking like somebody who has the braineater shakes." He then glares at the gremlins, striking his staff against the ground and gnashing his teeth, sending a bit of spittle flying in a moment of theatricality. "And if you two interfere, I'm going to lock you in cages surrounded with silver bells and tie those to mules heading into the jungle!" ActionsAction 1: Stride Action 2: Intimidate One of the gremlins by the bed Action 3: Cast Shield Edited December 27, 2023 by Lex Samreeth (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Intimidation 21 1d20+6 15 Link to comment Share on other sites More sharing options...
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