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Mission 1: The Bear in Winter


foltor

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While not understanding what is being said, the language being spoken and tone of voices implies that these aren't regular bear cubs. Opening the door, the Vega strides into the house. "Greetings. We would like to talk. She announces in common to draw their attention to her rather than everyone else entering the house.

 

 

Mechanics

Stats:

Vega  AC16/20/21 HP32/32  F+8 R+6 W+8  Perc+6Darkvision Med& Ath +8  Hero pt:1 Mv 25'/20' Unarmed +8 d6+4 or d8+4forceful Class DC18

Notable Effects

Flurry of blows: Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn

Stunning Fist DC(18): The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect

Default exploration: Search

Actions

 

 

OOC

 

 

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The bear cubs stare at Vega's sudden intrusion with a shocked expression. She can see that one of them was in the process of ripping apart furniture and building a pile of kindling in the fireplace.

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The cub that wasn't building the fire looks up at Vega with feigned innocence. "Um...grrr?" it says, sounding exactly like a humanoid child caught with their hand in the cookie jar.

 

Edited by foltor (see edit history)
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 'Circe the Elf Witch' 

Circe Character Sheet

Current Conditions -

Quick Stats: AC 17 Fort +5 Ref +7, Will +7 HP 20 Perception +5 Low Light (4x normal range)

Favorite Reactions Phase Familiar Focus Spell 60' range , triggered when familiar would take damage

OOC Messages -

Circe, having kept an eye on where some of her comrades had moved to, in relation to the hut.. and some seemingly hadn't, is still somewhat taken by surprise by, what to her mind at least, is Vega's 'impetuousness'. She moves to the outside corner of the hut, so she can see two walls, the wall with the door Vega just walked in via, as well as a side wall (ooc: I imagine if the cubs make a run for it, they'll get spotted half of the time so a roll of a 1 on a d2?). While doing this she quaffs a cheetah's elixir (ooc: making her speed 40' for a minute).

"I got this side covered. Just shout if you need me.", she says in common, in a loud voice, clearly audible to anyone inside. "Old Blue eyes has the other side."

 

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Eireann

Eireann Nailo Elf Rogue 2


HP: 26/26 | AC: 19 | Speed: 30ft | Hero: 1/3 

Perception: +6 | Fort: +6 | Ref: +10 | Will: +6 

Statistics | Equipment | Abilities | Skills

Conditions :

 

Eireann is shocked, possibly more so that the 'cubs', when Vega brushes past and simply walks in. He stays hidden outside. If things turned ugly, a good sneak attack could make all the difference.

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Tethyr, Half-Elf Magus

Largely incapable of stealth himself, Tethyr follows Vega, keeping himself just behind and to her left in case the duo got up to no good.

"We could hear you speaking from the outside. Let us not waste time pretending otherwise," Tethyr says dryly, rapping his stave on the floor for emphasis.

 

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Seriously... Vega thinks to herself as the bear rawrs at her. Vega gives the "growly" bear a disappointed chastising look while Tethyr talks to them. Like a mother finding a child trying to sneak a cookie, she was disappointed in the response of getting caught.

 

 

Mechanics

Stats:

Vega  AC16/20/21 HP32/32  F+8 R+6 W+8  Perc+6Darkvision Med& Ath +8  Hero pt:1 Mv 25'/20' Unarmed +8 d6+4 or d8+4forceful Class DC18

Notable Effects

Flurry of blows: Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn

Stunning Fist DC(18): The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect

Default exploration: Search

Actions

 

 

OOC

 

 

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Crastug_por.jpg.c45fad6e56bd5523800b8c20aea1e1b4.jpgCrastug leans in the window, as much to give the impression that the pair are surrounded as anything else.

"Yes, let's drop the charade. You're the gnome and dwarf that have been spotted in the area recently. Now can we talk? What is it, exactly, that you're doing here? Why this elaborate ruse? Did you even want to attract the bear's attention? It sounds like she's more a nuisance to you at this point...."

Statblock

Crastug Cold (Investigator 2) | Character Sheet


NG | Medium | Human | Half-Orc | Humanoid

Perception +8; Low-Light Vision Darkvision
Languages Common, Dwarven, Elven, Goblin, Granarctian, Taskan, Retulian
Skills Acrobatics +2/1, Arcana +8, Athletics +4/3, Crafting +8, Deception +4, Diplomacy +0, Intimidation +4, Lore: Poisons +8, Lore: Underworld +8, Medicine +6, Nature +6, Occultism +8, Performance +0, Religion +6, Society +10, Stealth +6/5, Survival +2, Thievery +6/5
Str +0, Dex +2, Con +1, Int +4, Wis +2, Cha +0
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Alchemist's Tools, Bolts (20), Formula Book, Crowbar, Thieves' Tools, Grappling Hook, Extra Lockpicks, Polytool, Playing Cards, Predictable Silver Piece, Simple Manacles, Wooden Shield (Hardness 3, HP 12, BT 6)
Infused Items: Tanglefoot Bag (2), Elixir of Life (2), Junk Bomb w. Giant Centipede Venom (2), Bottled Lightning (2), Eagle-Eye Elixir (1)


AC 18 (+20 with shield raised); Fort +5, Ref +8, Will +8
HP 26
Clue In action_reaction_black.pngFrequency once per 10 minutes
Trigger Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.


Speed 25 feet
Melee Rapier +6/8 (Deadly d8, Disarm, Finesse), Damage 1d6 P
Melee Dagger (3) +6/8 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Melee Sap +4/8 (Agile, Nonlethal), Damage 1d6 B
Melee Polytool +4, Damage 1d6 S
Ranged Crossbow +6/8 (Crossbow), Damage 1d8 P
Expeditious Inspection action_free_black.png (Investigator) Frequency once per 10 minutes
You observe and assess your surroundings with great speed. You Recall Knowledge,Seek, or Sense Motive.
Devise a Stratagem action_single_black.png (Concentrate, Fortune, Investigator) Frequency once per round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.

When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.

If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
Precision Damage Strategic Strike 1d6
Formula Book Tanglefoot Bag (Lesser),Dread Ampoule (Lesser), Antidote (Lesser), Junk Bomb (Lesser), Giant Centipede Venom, Elixir of Life (Minor), Bottled Lightning (Lesser), Eagle Eye Elixir (Lesser)
Additional Feats Alchemical Crafting, Alchemist Dedication, Forensic Acumen, Half-Orc, Orc Sight, Red Herring, Streetwise, That's Odd, Underworld Investigator
Additional Specials Infused Reagents (Archetype), Methodology (Empiricism), On the Case, Pursue a Lead, Strategic Strike

 

Edited by The Eyeball Kid (see edit history)
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The cub that tried to play dumb stares in shock that its elaborate ruse failed.

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The cub that was building the fire seems to be calculating the risks of talking, then brushes its paws on its knees and answers in Dwarven-accented Common:

"Right. I'm Granem, this is Nibs. Well, as you can see, we're in bear cub bodies now. And mama bear is not happy about that. We're not too keen on spending the rest of the winter in a cave, so we're in a pickle. In fact, you seem like a capable lot. If we could persuade you to help us leave the area and leave mama bear behind, we can find a way to see you amply rewarded."

It's really disconcerting to hear an adult Dwarven man's voice coming from a housecat-sized bear cub.

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Ash peers through the window at the side of Crastug, "You're going to stick with that story? When you've clearly been moving from one house to another not only stealing items but vandalizing the houses as well. If you were actually interested in leaving you could have done so without any of that, and quite a while ago as well! I mean, look, starting a fire is clearly NOT trying to move on, as you say..." She frowned at the pair, the ones clearly responsible for the current situation and shakes her head. "Not only that, but, why ARE you in the bodies of bear cubs anyways? Is that your bodies transformed or is it actually the mother bears cubs and your bodies are somewhere else entirely?"

 


OoC

Summary: 

Default Exploration Activity : Investigation

Reaction: ??
Action 1: ???
Action 2: ???
Action 3: ???


descriptionAsh, the shortened version of her name that she primarily uses, especially with the scaleless, is an empathetic young female lizardfolk. Always concerned with the care of those in need, particularly the wounded, she goes out of her way to assist them, even complete strangers. Its why she became a field medic and followed the Way of the Water, for which she had a marked affinity.


She's quite small for a lizardfolk who are typically about the same size as a larger human. Her tribe, a cliffscale species is instead much smaller, slender and lithe, almost identical in size to that of a typical gnome but with a long slender tail of course. Her scales are a sandy tan and gray with darker mottled spots and her hands, feet, fingers, and toes allow her to scale sheer surfaces with ease. Most of her clothing is tan or a shade of gray-brown, her favorite color, and tends towards being short and non-binding or custom fitted, allowing her a freedom of movement more restrictive clothing simply won't.
| application | pb sheet
Ashara'Rusa Chua'Kaolo, a.k.a. "Ash"
Female, Neutral Good, Small Lizardfolk (Cliffscale), Kineticist 2


AC: 18 | HP: 32/32 | S/D/C/I/W/C: +2/+2/+4/+0/+1/+0 | F/R/W: +10/+8/+5 | Move: 25' | Senses: Perception +5
Expert: Acrobatics +8
Trained: Athletics +6, L:Lizardfolk +4, L:Rope +4, Nature +5, Stealth +6, Society +4, Survival +5
Untrained: 
Arcana -1, Crafting -1, Deception +0, Diplomacy +0, Intimidate +0, Medicine +1, Occult -1, Performance +0, Religion +2, Thievery +2


Offenses:
Lizardfolk Claws (+6; 1d4+2 slashing; Unarmed, Agile, Finesse, Lizardfolk)
Weapon Infusion: Elemental Blast: Water: Melee (+8; 1d8+2 b, p, s, or cold; One of: agile, backswing, forceful, reach, sweep)*
Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8 b, p, s, or cold; ri 100', volley 30')*
Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8+1 b, p, s, or cold; ri 50', propulsive)*
Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8+2 b, p, s, or cold; ri 20', thrown)*
* Note: A weapon infusion attack made using two actions instead of a single action adds your Constitution modifier to the damage roll (i.e. +4) as a status modifier in addition to any other modifiers. A critical success with an elemental blast deals double damage. The damage improves every +4 levels by one die.


Impulses (Attack +8, DC 18):
Ocean's Balm action_single_black.pngspacer.png (--; --; touch; --; Single willing target. Heals 1d8 hp and gains resistance 2 to fire for 1 minute. Temporarily immune to this ability for 10 minutes.)
Tidal Hands action_double_black.png (--; 1d8 b; 2 15' cones or 1 30' cone; Ref DC 18; Can push targets 5' on a critical fail.)
Winter's Clutch
action_double_black.png (--; 2d4 cold; 10' burst within 60'; Ref DC 18; Area becomes difficult terrain.)


 

Edited by Ryfte (see edit history)
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 'Circe the Elf Witch' 

Circe Character Sheet

Current Conditions -

Quick Stats: AC 17 Fort +5 Ref +7, Will +7 HP 20 Perception +5 Low Light (4x normal range)

Favorite Reactions Phase Familiar Focus Spell 60' range , triggered when familiar would take damage

OOC Messages -

Circe hipsways over to the window and, leaning in, finds herself looking at Crastug, who is leaning in through the opposite window. She raises an eyebrow at this.

"Reward?", she hears herself says, sounding a tad sceptical as to the prospect of any reward. She'd long ago learned that mirroring, as in repeating someone's words back to them, gave those you were questioning little to construct a ruse with. Besides, the reward ploy was the one they were employing, laying their hopes on.. so it seemed to her to nudge that along, so they'd open up. She privately doubted that telling them they are up to no good and had been up to no good would be a successful strategy.

 

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"Oh this should be interesting ..." Vega notes when Ash asks about the cause of their problems. She closely watches Granem and Nibs for any signs of lying when they explain or make excuses for their situation.

 

 

Mechanics

Stats:

Vega  AC16/20/21 HP32/32  F+8 R+6 W+8  Perc+6Darkvision Med& Ath +8  Hero pt:1 Mv 25'/20' Unarmed +8 d6+4 or d8+4forceful Class DC18

Notable Effects

Flurry of blows: Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn

Stunning Fist DC(18): The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect

Default exploration: Search

Actions

Sense motive +6 on any explanations on why they are bear cubs.

 

OOC

 

 

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Granem raises his arms in an 'are you kidding me?' type of gesture and spears Ash with a scornful expression.

"Of course. You got us. We're thievin' masterminds pulling off the heist of the century: gettin' all the spinning wheels and bee skeps and potsherds of Zybunny. A common thief would go where there's valuables, but a genius thief knows that kindling is the real treasure. Ach, the jig is up, Nibs. Better cut and run, take our backpacks full of rations and loot and hike out of the valley in the middle of winter with our seven inch stride lengths and our three ounces of body fat."

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Nibs giggles at Granem's sarcastic tirade. "We're researchers, you see. Very hush hush, but we've gained some information that's valuable to our employers, but worthless if we can't get it to them. I think it'd be fair to give y'all...half our fee? That'd be on the order of a couple hundred Granarctian royalsgold pieces to each of you." She looks to Granem for confirmation.

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Granem sighs and nods. "That's fair."

Edited by foltor (see edit history)
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Crastug_por.jpg.c45fad6e56bd5523800b8c20aea1e1b4.jpgCrastug raises an amused eyebrow back at Circe across the way.

"By all accounts you don't seem to be stealing from the houses. It was reported that nothing is missing, just a lot destroyed and I'm guessing that' mostly the bear -- her and your firewood. But the accusation touched a nerve. What have you stolen? And you still haven't told us how you got into these bodies. It doesn't sound like it was voluntary, so how did it happen?"

After a moment he murmurs, almost to himself, "Were you cursed? Did you steal something from the wrong person and wind up cursed?"

Statblock

Crastug Cold (Investigator 2) | Character Sheet


NG | Medium | Human | Half-Orc | Humanoid

Perception +8; Low-Light Vision Darkvision
Languages Common, Dwarven, Elven, Goblin, Granarctian, Taskan, Retulian
Skills Acrobatics +2/1, Arcana +8, Athletics +4/3, Crafting +8, Deception +4, Diplomacy +0, Intimidation +4, Lore: Poisons +8, Lore: Underworld +8, Medicine +6, Nature +6, Occultism +8, Performance +0, Religion +6, Society +10, Stealth +6/5, Survival +2, Thievery +6/5
Str +0, Dex +2, Con +1, Int +4, Wis +2, Cha +0
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Alchemist's Tools, Bolts (20), Formula Book, Crowbar, Thieves' Tools, Grappling Hook, Extra Lockpicks, Polytool, Playing Cards, Predictable Silver Piece, Simple Manacles, Wooden Shield (Hardness 3, HP 12, BT 6)
Infused Items: Tanglefoot Bag (2), Elixir of Life (2), Junk Bomb w. Giant Centipede Venom (2), Bottled Lightning (2), Eagle-Eye Elixir (1)


AC 18 (+20 with shield raised); Fort +5, Ref +8, Will +8
HP 26
Clue In action_reaction_black.pngFrequency once per 10 minutes
Trigger Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.


Speed 25 feet
Melee Rapier +6/8 (Deadly d8, Disarm, Finesse), Damage 1d6 P
Melee Dagger (3) +6/8 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Melee Sap +4/8 (Agile, Nonlethal), Damage 1d6 B
Melee Polytool +4, Damage 1d6 S
Ranged Crossbow +6/8 (Crossbow), Damage 1d8 P
Expeditious Inspection action_free_black.png (Investigator) Frequency once per 10 minutes
You observe and assess your surroundings with great speed. You Recall Knowledge,Seek, or Sense Motive.
Devise a Stratagem action_single_black.png (Concentrate, Fortune, Investigator) Frequency once per round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.

When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.

If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
Precision Damage Strategic Strike 1d6
Formula Book Tanglefoot Bag (Lesser),Dread Ampoule (Lesser), Antidote (Lesser), Junk Bomb (Lesser), Giant Centipede Venom, Elixir of Life (Minor), Bottled Lightning (Lesser), Eagle Eye Elixir (Lesser)
Additional Feats Alchemical Crafting, Alchemist Dedication, Forensic Acumen, Half-Orc, Orc Sight, Red Herring, Streetwise, That's Odd, Underworld Investigator
Additional Specials Infused Reagents (Archetype), Methodology (Empiricism), On the Case, Pursue a Lead, Strategic Strike

 

Edited by The Eyeball Kid (see edit history)
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 'Circe the Elf Witch' 

Circe Character Sheet

Current Conditions -

Quick Stats: AC 17 Fort +5 Ref +7, Will +7 HP 20 Perception +5 Low Light (4x normal range)

Favorite Reactions Phase Familiar Focus Spell 60' range , triggered when familiar would take damage

OOC Messages -

Circe was starting to get the impression that finding out why mama bear was running around like a chicken with its head cut off was only the beginning of this mystery. They'd found the hidden cellar in all this and look, there's a hidden trapdoor in the cellar. She privately wondered how many sub levels there would be to this and whether they would all have tricky winding staircases.

She raises an eyebrow at Crastug's offering the cubs a convenient lie. She looks across at Crastug. "You know the 'by the book' procedure is to separate the suspects, ask them to tell their tale separately, and then compare notes on their narrative. It's rare for suspects to have their story completely in accordance with each other".

She then directs her gaze at both cubs.. "Well we can't help you out of your predicament if we don't know the whole story, can we?"

 

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Eireann

Eireann Nailo Elf Rogue 2


HP: 26/26 | AC: 19 | Speed: 30ft | Hero: 1/3 

Perception: +6 | Fort: +6 | Ref: +10 | Will: +6 

Statistics | Equipment | Abilities | Skills

Conditions :

 

Eireann slips from the doorway, it was sounding more and more likely that these cubs were not going to spring into attack.

"They sound like they are telling the truth, or at least the most of it. Tell us how you got to be bears, spare no detail. And you can tell us who this information is for too. We don't want you telling some nefarious villan how to release some ancient evil, unlikely though that might be. I think you may need to lead mama bear back to her cave and settle down until she is sleeping. Then we can escort you to where you need to go."

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