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Group A chapter 3 Stone cast shadows


LDDragon

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Sorena Ortho - Traitor to Cheliaximage.png.73e99a978c4b7df994947632c26cbd7a.png

checked-shield.svg 23  | health-normal.svg HP: 44/44 | bicep, biceps, fitness, muscle, power, strength, strong Fortitude: +11 | sprint.svg Reflex: +8 | calm, peace, yoga, serene, serenity, mind, meditate, meditation, peaceful Will: +7 | awareness.svg Perception: +5

account, add, follow, new, plus, profile, user Conditions: Repellent


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

account, add, follow, new, plus, profile, user Conditions: Metal Carapace with her Shield Raised action_single_black.png?v=dm-1

 

Edited by TheRaconteur (see edit history)
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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 

Statistics | Equipment | Abilities | Skills
 
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!

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attachment.php?attachmentid=101183&d=1629905609
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.

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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."

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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."

 

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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 by LDDragon (see edit history)
Name
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
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q8bOODq.png.92845881adc694b10a16043ab904a4ae.png  
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

:TwoActions:cast Sanctuary on herself

:OneAction:cast Guidance on Mac @Lycar

 

Edited by Eagleheart (see edit history)
Name
Initiative
24
1d20+9 15
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Sorena Ortho - Traitor to Cheliaximage.png.73e99a978c4b7df994947632c26cbd7a.png

checked-shield.svg 23  | health-normal.svg HP: 44/44 | bicep, biceps, fitness, muscle, power, strength, strong Fortitude: +11 | sprint.svg Reflex: +8 | calm, peace, yoga, serene, serenity, mind, meditate, meditation, peaceful Will: +7 | awareness.svg Perception: +5

account, add, follow, new, plus, profile, user Conditions: Repellent


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

account, add, follow, new, plus, profile, user Conditions: Metal Carapace with her Shield Raised action_single_black.png?v=dm-1

 

Edited by TheRaconteur (see edit history)
Name
Initiative
15
1d20+5 10
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attachment.php?attachmentid=101183&d=1629905609
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 by Lycar (see edit history)
Name
Initiative
29
1d20+9 20
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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 

Statistics | Equipment | Abilities | Skills
 
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 by omegoku (see edit history)
Name
Init
24
1d20+7 17
Exploit Vulnerabilty (Esoteric Know)
30
1d20+11 19
Fling Magic (Electrical)
9
2d6+3 2,4
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52257768655_92d032d51b_h.jpg
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 by Ulysses Dare (see edit history)
Name
Initiative
18
1d20+8 10
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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 by LDDragon (see edit history)
Name
Stone ghost reflex vs Sweet Tooth electricity
13
1d20+9 4
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attachment.php?attachmentid=101183&d=1629905609
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 by Lycar (see edit history)
Name
Potential RS + damage
28; 6
1d20+10;1d6+2 [18]; [18,4]
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52257768655_92d032d51b_h.jpg
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
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
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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 by Lex Samreeth (see edit history)
Name
Intimidation
21
1d20+6 15
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