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Mission 1: The Bear in Winter


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Vega watches and listens as she waits to see if the cubs will actually answer.

 

 

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

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OOC

 

 

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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 raises an eyebrow, thinking that perhaps her charm spell was going to come in useful. Of course it was difficult to decide which one to go for, since she didn't know what they were, dwarves had a reputation for being difficult to charm, doubtless from their understandable suspicion of why anyone who would want to.

Grinning, seemingly at her ease, she asks.. "So, what are you when you're not, you know, small, cute and cuddly?", sounding as relaxed as she looks.

"Dwarves? halflings? You know, just the small part of the previous equation.", she adds with a cheeky grin.

 

Edited by Starhawk (see edit history)
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Crastug_por.jpg.c45fad6e56bd5523800b8c20aea1e1b4.jpg"Dwarf and gnome, by all accounts", Crastug tells Circe, having an inkling of why she might be asking. He's not really sure which is which but suspects that Nibs is more of a gnomish name....

"Look, we're not necessarily adverse to the idea of helping you. We're here to figure out what's got the bear wandering around in the wintertime and that seems to be you. Escorting you out of here certainly seems like one feasible way of resolving the situation. We will want a show of good faith though, in the form of answers to our questions, however..."

He looks back towards the barn and says, "We have time, but I'm not sure that you do. The bear is going to bust through there and come after you eventually. Probably sooner rather than later."

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

 

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68938011_2560707110672885_2330169274481508352_n.jpg?_nc_cat=106&ccb=1-7&_nc_sid=9267fe&_nc_ohc=zyTuVwyH2NAAX8k9jcg&_nc_ht=scontent-iad3-2.xx&oh=00_AfD-RyLsSYe8D_5zv1EEzp4hSjaZt60bFjPhZIjjk92v9Q&oe=654CDDAE640px-Bear_cub_(4872319102).jpg

Granem shoots a warning look at Nibs.

640px-Bear_cub_(4872319102).jpg

Nibs manages to look abashed. "I mean...I guess, technically we stole these bodies. We're testing a ritual similar to reincarnation, but that doesn't require you to actually be dead for it to work. When, say, a ghost possesses someone, the original soul is still in there, just kind of frozen, unable to act or sense the outside world. This ritual transfers a soul from one living person into a different, living body, evicting the resident soul in the process."

She grows more animated as she describes the ritual's effects, then gestures at her own, adorable body. "We were just supposed to swap bodies with each other. Obviously, more work on the targeting needs to be done."

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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 looks a little shocked. That spell sounded incredibly powerful. And open for serious abuse! Imagine taking over a kings mind and ordering a country to war!

"That spell is one of the most dangerous things I have ever heard of! I would recommend destroying your work on the spell and never trying it again! How do you suggest we return you both to your bodies? Where are your bodies now, they could have been eaten or frozen to death by now?"

Eireann will continue to Sense Motive as the conversation flows.

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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 grins, finding what she believes to be utter hogwash to be at least entertaining utter hogwash. She switches languages and keeps her hands down low, below the level of the window, in order to cast Charm, then regarding Nibs with a broad smile, targets that particularly worthy with the spell. She figures if it works, she'll hook one and drag the other, and it wasn't like it was an obvious thing for her to do.

Using a Charm Spell surreptitiously

 

Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 hour (DC 18)


To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells).
Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.

 

Edited by Starhawk (see edit history)
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image.png.862b784cec3df695cc6b075d4fbaee46.png

Suddenly, it made sense why the living cubs could also have ghosts. She felt goosebumps as a cold chill ran down her back. It wasn't from temperature but from the realization that these cubs were gleefully talking about pure evil. Resisting the urge to pound both of them to pulp, Vega coldly asks "What happens to the evicted souls? Can they be recovered or they gone for good" .

 

 

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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640px-Bear_cub_(4872319102).jpg

"Yeah, I'm not really sure. We set up a campsite up in the foothills, so I guess our bodies are still there, unless the bear cubs' souls are in our bodies, and then there's no telling where they could be by now. Maybe we were just close enough to the bear's den to get them caught up, or because they were somehow compatible, or the magic takes a 'path of least resistance' in some way."

 

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Crastug_por.jpg.c45fad6e56bd5523800b8c20aea1e1b4.jpgCrastug nods. The whole thing could be nonsense and, as his companions were observing, if they could actually control such a spell the consequences could be devastating, but it did make sense of how the cubs could be both physical beings and ghosts.

"We probably shouldn't still be here when the mother bear breaks free of that barn", he observes. He climbs in through the window and looks around the house, focusing on the kitchen area, to see if there is something he could perhaps use (or combine using his alchemical training) to mask the cubs' scent.

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

 

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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 looks on to see what effect her charm spell had, if any.

Charm Spell in effect

 

Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 hour (DC 18)


To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells).
Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.

 

Edited by Starhawk (see edit history)
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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 wondered if their best option was to kill the pair. The magic was dangerous, but perhaps they had not done it maliciously! It was probably best to try and undo the ritual, to return the cubs to their mother and then see what was to be done with the pair of irresponsible mages.

"We should try to get to your camp, check on your bodies and try to undo this spell. Do you think that is possible in your current condition?"

Eireann hoped the ghost cubs would be able to return to their bodies.

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image.png.862b784cec3df695cc6b075d4fbaee46.png

"Let's go retrieve those bodies." . Vega announces. She wasn't thrilled with the situation, but restoring the bear spirits to their bodies would help improve her mood.

 

 

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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640px-Bear_cub_(4872319102).jpg

Nibs gets a dazed expression and sidles over toward the window where Circe is looking in.

"I don't see what's so 'dangerous' about it," she replies to Tethyr and Eireann. "It's barely even useful, unless you're really into pranks. The Fold is really just into a better understanding of how souls work in general."

68938011_2560707110672885_2330169274481508352_n.jpg?_nc_cat=106&ccb=1-7&_nc_sid=9267fe&_nc_ohc=zyTuVwyH2NAAX8k9jcg&_nc_ht=scontent-iad3-2.xx&oh=00_AfD-RyLsSYe8D_5zv1EEzp4hSjaZt60bFjPhZIjjk92v9Q&oe=654CDDAE640px-Bear_cub_(4872319102).jpg

Granem somehow manages to look exasperated at Nibs' rambling and tangents. "Anyway, I agree with the big guy. We don't have much time before mama bear is on our trail again, so we should move. We haven't been able to make it back to our camp because we're not very fast in these bodies. If you would be so kind as to carry us we should be able to keep our lead if we leave quickly."

 

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