ACG Playtest - Thornkeep Menagerie Beta (Inactive)

Game Master Mark Sweetman



Minor Crab-beast

As soon as the PCs enter this room, a large unseen bell emits a single, deep toll, signaling the end of the dungeon’s longstanding stasis effect and bringing its denizens and illusions back to life.

A series of stairs winds west and east down to the floor of this bare stone room. A short railing permits a view of the room from the staircase’s landing. A scuffed circle of blue-white chalk marked on the floor of the northern section of the room is filled with various sigils and runes. Four-foot-tall torch holders adorn the corners of the room, and a wide, closed stone doors take up half of the western walls.

There is a ten foot wide corridor, with a set of doors on the Northern side and Western end.


Female Human Swashbuckler 5 (click for sheet)

The redheaded woman smells the damp air, finding something else entirely among the strange scents.

Fortune and Glory awaits us just behind that door, goodfellows! Worry not, for Valerya the Valorous will spearhead this expedition - right behind our strongman Grutsnick!, she exclaims, guiding the way to the door.

Hmn, where to go, where to go... Fortune should show us the way! Quickly, Valerya takes out a gold coin and sends it spinning wildly before nabbing it from the air. Heads we got north, tails we go west.

Heads is 1, tails is 2: 1d2 ⇒ 2

To the wild west we go!

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

Adonara follows quietly onto the landing, both anxious and excited about what the group might discover ahead, but feeling relatively secure behind the breastplate she wears over a simple, fitted tan tunic. She smiles at the human woman’s enthusiasm, thinking, I like her spirit.

As the elf casts her glance around the room, the torches’ tall holders remind her that she may not be able to rely on lighting further on, and she murmurs a prayer as she rests her hand on the whip coiled at her hip, setting it aglow. Casting light. “Yes, let’s go west.”

Incidentally, have I advanced Adonara too quickly? I could drop her back down if this group isn't going through at 5th level too.


Chantilly pushes her way to the front of the others, "West is good with me" The half-orc makes sure everyone is ready before heading in that direction.


Minor Crab-beast

5th level is the right level.

Opening the Western door you look up to find the archway of this chamber’s entrance curtained with black chains and metal rings, from which hang the hands of many species animal paws, humanoid hands, and skeletal fists.

Within this room stretches a sun-drenched, dusty canyon. Layers of reddish rock create small plateaus that rise up in graduated ledges against the walls of the room, which appear to be impossibly high canyon walls. Tall pillars of orange stone rise up from the parched earth, all seemingly randomly dispersed throughout the barren landscape. One of these hoodoos soars well above the rest, easily rising thirty feet into the sky above. A fissure in the walls opens up to the northeast, revealing a night sky full of stars in the distance.


"Pretty. Everybody watch your hands."

The hulking half-orc carries his greatsword at the ready.


Minor Crab-beast

Everyone following Grut in and through?

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

That sounds fine.

Adonara falls in as the heavily-armed half-orcs lead the way, while she keeps an eye open for anything interesting that might appear to either side.


Chantilly follows into the west room and whistles in appreciation, "This was not what I was expected. Well I suppose we won't be able to climb up there. I'm more of a push them over then get up top kind of gal!"

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

Adonara pauses to consider her equipment, then shakes her head in exasperation. "I might have known. I don't suppose anyone has a grappling hook? I have some rope, but I tend to use it for ... other things."


Minor Crab-beast

As you begin to make your way into the room, you hear snickers and chuckles coming from the edges of the shadows of the hoodoos... small and little creatures... four with the heads of the ugliest dogs you've ever seen and two with insectlike heads wielding hammers.

Initiative Block:
Adonara: 1d20 + 3 ⇒ (17) + 3 = 20
Chantilly: 1d20 + 0 ⇒ (20) + 0 = 20
Grut: 1d20 + 2 ⇒ (7) + 2 = 9
Valerya: 1d20 + 7 ⇒ (1) + 7 = 8
Badguys: 1d20 + 3 ⇒ (18) + 3 = 21

Action Tracker (Round 1): Badguys, Adonara, Chantilly, Grut, Valerya

Tiny arrows fly towards you...
Bow at Grut: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Bow at Grut: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Bow at Adonara: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Bow at Chantilly: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Any hits are 1 non-lethal

While the two insect headed ones swarm into Grutsnik's personal space and try and crush his toes...
Hammer at Grut: 1d20 + 3 ⇒ (18) + 3 = 21 for 1d4 - 2 ⇒ (4) - 2 = 2
Hammer at Grut: 1d20 + 3 ⇒ (4) + 3 = 7 for 1d4 - 2 ⇒ (3) - 2 = 1

Everyone without a luck bonus needs to roll twice for everything and take the lowest result.
The dog-faced gremlins are 10ft above the ground level, and the pillars provide cover.

Mapski

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

As the arrows flash down from above, Adonara ducks aside and draws her own bow, quickly nocking an arrow and firing at the gremlin that offers her the best shot. The one in E15, I guess.
Attack: 1d20 + 7 ⇒ (15) + 7 = 22 or taking worse of two: 1d20 + 7 ⇒ (20) + 7 = 27
Damage, hopefully: 1d8 + 1 ⇒ (4) + 1 = 5


Round 1
HP 53/55

Grutsnick attempts to hit one of the creatures as they move to attack him.

AoO against first insect. Thought I had a greatsword, my mistake.

Magic Lucerne Hammer PA: 1d20 + 8 ⇒ (19) + 8 = 271d20 + 8 ⇒ (1) + 8 = 91d12 + 13 ⇒ (2) + 13 = 15

How I hate these gremlins.

Having completely missed the first, he steps over to hit one of the dog-face gremlins.

5' F17

Magic Lucerne Hammer PA: 1d20 + 8 ⇒ (14) + 8 = 221d20 + 8 ⇒ (8) + 8 = 161d12 + 13 ⇒ (10) + 13 = 23


Chantilly moves around the pillar to F17 and tries to take out one of the two creatures on Grut

Power Attack w/greatsword: 1d20 + 8 ⇒ (11) + 8 = 19
Power Attack w/greatsword: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 2d6 + 9 ⇒ (5, 5) + 9 = 19


Female Human Swashbuckler 5 (click for sheet)

Knowledge check to identify the creatures: 1d20 ⇒ 19 or 1d20 ⇒ 9.

Valerya loudly exclaims as the enemy ambush is sprung:

Curse my luck, gremlins! I claim kill rights on the uglier one! No, Grutsnick, of course I don't mean you!

The enemy at G14 seems to be at ground level. If he indeed is, Valerya moves toward him at attacks the ugly thing (1). If not, she runs and tries to climb near the creature (2).

Option 1 (enemy is at ground level) Attack roll (using Power Attack): 1d20 + 10 ⇒ (19) + 10 = 29 or1d20 + 10 ⇒ (20) + 10 = 30. Confirmation roll:1d20 + 10 ⇒ (1) + 10 = 11 or1d20 + 10 ⇒ (17) + 10 = 27 (miss).
Damage: 1d6 + 12 ⇒ (3) + 12 = 15 piercing cold iron damage.

Option 2 Climb check (spending 1 panache to add 1d6 to the check): 1d20 + 4 ⇒ (13) + 4 = 17 or1d20 + 4 ⇒ (16) + 4 = 20 plus1d6 ⇒ 3. Total = 20.


Minor Crab-beast

No AoO for Grut as you're flat-footed.

Adonara's bowshot flies true, but does not harm the gremlin as well as hoped. It's skin proving resilient. DR

Chantilly ignores that restriction and cleaves straight through one of the insectoid creatures on Grut - damage outweighing any defence.

Grut splats one of the dog-faced little buggers with his hammer, and Valerya manages to skewer one also.

The two remaining pugwampis shoot...
Arrow at Grut: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Arrow at Grut: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10

While the sole remaining insectoid also steps up to the big guy...
5ft into your space, then
Hammer at Grut: 1d20 + 3 ⇒ (2) + 3 = 5

Action Tracker (Round 2): Badguys, Adonara, Chantilly, Grut, Valerya

Can't update map as I'm at work - but the live pugs are in E,21 and H,21. The insect is in F,17 with Grut.

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

Knowing that she won't be able to hit as hard as either Chantilly or Grut, Adonara notes that Valerya's cold iron rapier seems to do the trick, so as she ducks back she reaches deeper in her quiver. Moving to J20 to try to get a better shot at the gremlin in H,21. Adonara rounds the hoodoo with an arrow barbed with cold iron in her hand, draws, and fires.
Attack roll: 1d20 + 7 ⇒ (16) + 7 = 23 or worse of: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d8 + 1 ⇒ (3) + 1 = 4 (cold iron)


Female Human Swashbuckler 5 (click for sheet)

'Tis incapable of resisting my blade, just as you, sweet Adonara, can't resist my charms!

Valerya digs her heels in the earth to start a short run towards the rugged wall.

Climb check: Worst of 1d20 + 4 ⇒ (10) + 4 = 14 and1d20 + 4 ⇒ (2) + 4 = 6.
Second Climb check: Worst of 1d20 + 4 ⇒ (16) + 4 = 20 and1d20 + 4 ⇒ (11) + 4 = 15

Her feet failing to find purchase, the redheaded tries again, making short progress.

...eventually.


Round 2
HP 53/55

Seeing the weapons of his enemies miss him or bounce off, Grutsnick steps away and swings at the insect that is harrying him.

5' to F18.

Magic Lucerne Hammer PA: 1d20 + 8 ⇒ (8) + 8 = 161d20 + 8 ⇒ (6) + 8 = 141d12 + 13 ⇒ (2) + 13 = 15


Minor Crab-beast

Grutsnick turns the second insect like creature into paste and Adonara gravely wounds a pugwampi with her bowshot. Valerya forces her way unto the top of the hoodoo - and with the pugwampi unable to escape her blade - the threat is cleanly and clearly ended.

There is little else in the chamber of interest bar the exit to the North and East.


Made a mistake on my HD when I created character, corrected now, I'm at 47/49.

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

Adonara relaxes as Grutsnick and Valerya run down the last gremlins. "There is a time for resistance," she says, as she gets ready to move on.

Shall we go north?


North it is!


Female Human Swashbuckler 5 (click for sheet)

Valerya adds two notches on her sheath belt.

Adonara Strixis wrote:
"There is a time for resistance," she

And this isn't it. How about you gimme a little kiss for good luck?

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

"Goddess knows, girl, we should clear some breathing room," Adonara calls back over her shoulder - but she smiles, and blows a kiss in Valerya's direction.


Minor Crab-beast

Making the easy ascent through the hoodoos you see a dark night sky full of twinkling stars above you. Running southwest to northeast is a jagged bridge of land leading over a huge ravine. Obsidian cliffs descend from the land bridge on both the left and right sides, plummeting downward to the hard dirt forty feet below, which is intermittently dotted with dead trees whose roots appear to claw at the soil. A set of natural stairs rises from the chasm’s floor in the southwestern portion of this room. To the south is a small tunnel dug out of the chasm wall at the base of the valley, and to the north a wooden door is set into the black rock where the bridge meets the chasm’s edges.

However as you look up you note that one of the stars is moving... and isn't a star... and is instead a living writhing storm that is descending towards you. At that moment, you also see that the earth bridge has two lumps upon it that rear up and form into animate mudmen...

No map - but the earth bridge that you stand on is roughly 10ft wide - so you can go two abreast. Living storm is about thirty feet above your head, and the muddies are twenty feet in front of you.
For ease I'll do this as group initiative - all of you go, then the badguys.


Female Human Swashbuckler 5 (click for sheet)

Valerya smiles, making a swift ample cut with her blade before announcing herself:

And so battle is joined!

Almost immediately, she springs to action, hoping the enemy is appropriately bewildered by her bluster to properly defend itself.

Full Action: Charge the mudmen: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15 for 1d6 + 9 ⇒ (4) + 9 = 13 magic piercing damage. As it is an elemental creature, precise strike isn't applied and Valerya loses 5 damage :(
If the attack hits, she will try to demoralize the target as a swift action: Intimidate check (DC 10 + target's HD + target's Wis bonus) - 1d20 + 11 ⇒ (17) + 11 = 28. If she succeeds, opponent is shaken.

I offer you this one last chance to surrender before I call upon my blade to finish its muddy business!

If Valerya is attacked, she will spend 1 panache to try an Opportune Parry and Riposte combo. Parry attempt: 1d20 + 11 ⇒ (11) + 11 = 22. Riposte attack: 1d20 + 11 ⇒ (9) + 11 = 20 for 1d6 + 9 ⇒ (3) + 9 = 12


Round 1
HP 47/49
AC 17

"No surrender!"

Grutsnick also charges, striking at the other mudman.

Move to 10' away, strike.

Lucerne Hammer Charge PA AS: 1d20 + 10 + 2 - 2 ⇒ (14) + 10 + 2 - 2 = 241d12 + 7 + 6 + 1 ⇒ (6) + 7 + 6 + 1 = 20

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

As Valerya and Grutsnick charge ahead, Adonara tries to draw off the living storm rather than risk shooting into the melee, hoping that it's solid enough for a regular arrow to hurt it. Attack: 1d20 + 7 ⇒ (5) + 7 = 12 and damage, if hit: 1d8 + 1 ⇒ (3) + 1 = 4

Oh, and I'll update my character sheet as soon as I get a chance to look over the new revisions.


Minor Crab-beast

Valerya's charge is barely unsuccessful, the point of her blade deflecting off the mudman's thick hide.

Grusnick has better luck, his hammer slamming powerfully into the mud creature and forcefully damaging it. Still up though

Adonara's loosed arrow flies wide of the living storm.

Just Chantilly to go.


Chantilly will use charge through feat to overrun through Grutsnick (assuming he lets me through) and attack the mudman. I will use the generic version of overrun so he can choose to ignore me instead of improved where he wouldn't get that option and I would have to knock him prone, but I'll do it if needed.

Overrun CMB if needed: 1d20 + 7 ⇒ (16) + 7 = 23

Attack mudman with charge and power attack: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Damage: 2d6 + 9 ⇒ (6, 5) + 9 = 20


Minor Crab-beast

Chantilly:
RAW, I don't see how you can ignore the feat description. You attempt this, and you'll be actively attempting to overrun Grutsnik. So he'll have the opportunity to take an AoO against you (if he wants) as well as have the possibility of being knocked down.
Or... you could just... you know move up and attack normally without charging?


Female Human Swashbuckler 5 (click for sheet)

There's room for all of us in the bridge since Grutsnick is attacking with a reach weapon.


Ok, no problem, just wanted to use my feat. I guess I was thinking that having improved overrun could still give the option of using the less improved version. Much like if I had greater disarm I could use the Improved version to land the weapon at their feat instead of knocking the weapon 15' in a random direction (like if fighting on a bridge and you don't want the weapon to fall in lava or something). But like I said just wanted to justify my improved overrun choice! I will just do a move instead if I have enough movement - 20'- to do that. (I have 60' with a charge with my feat)


Minor Crab-beast

It's an interesting rules point of whether you get flexibility to actually choose on that. RAW the Greater Disarm feat doesn't actually allow you that choice (unlike say Power Attack).

Chantilly hustles past Grutsnick and under the arc of his hammer before lashing out - blow damaging the injured mudman beyond it's ability to continue.

The sole remaining mudman bludgeons at Valerya...
Slam: 1d20 + 7 ⇒ (16) + 7 = 23 for 1d6 + 4 ⇒ (3) + 4 = 7 and DC 14 Fort save
...the force behind the blow evading the attempted parry of her blade.

The lightning beast descends upon Chantilly and sparks flash forward...
Slam: 1d20 + 8 + 3 ⇒ (19) + 8 + 3 = 30 for 1d6 + 3 + 1d4 ⇒ (2) + 3 + (2) = 7
...the aftermath of the thunk followed with spasms of electricity through her body.


Female Human Swashbuckler 5 (click for sheet)

Fortitude save (DC 14): 1d20 + 2 ⇒ (20) + 2 = 22.

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