
Wandering Wastrel |

Naadhira finds a nearby cleft in the face of the mountain - it's not much, but it gives a measure of cover. She also recalls that this creature is a manticore: a lion-like monstrosity having (in addition to the normal lion's teeth and claws) wings and a spiked tail that can attack its enemies from the safety of the air. It has no particular weaknesses or vulnerabilities.
It is, in short, a vicious and dangerous predator; and she and her companions are in mortal peril.

Alistilae Mamnu |

The wizard plunges the nail of his pinkie into a tiny tin containing a foul-smelling ointment and then raises it up so it can draw intricate arcane lines in the air. His ability to work magic causes those lines to glow with power. The halfling starts to cough and then, a split second later as the spell is completed, an enormous cough rolls out of the small man's body like a veritable gust of wind.
Action 1+2: cast 'Gust of Wind' (p227 of the pdf). Action 3: take cover (gain +2 to AC/TAC)
If anything, he shouldn't be able to charge at me :'D
Traits Air, Evocation
Actions Somatic Casting, Verbal Casting
Area 60-foot line
Duration: until the start of your next turn
A violent wind issues forth from your outstretched palm, blowing from the point where you are when you cast the spell to the line’s opposite end. The wind extinguishes small nonmagical fires, disperses fog and mist, blows around objects of light Bulk or less, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that move into the gust later must attempt the save on entering.
-Success The creature can’t move against the wind.
-Critical Success: Unaffected.
-Failure: Knocked prone. If it was flying, it suffers the effects of Critical Failure instead.
-Critical Failure: Pushed 30 feet in the wind direction, knocked prone, and takes 2d6 bludgeoning damage.

Caraid |

Intimidate: 1d20 + 7 ⇒ (2) + 7 = 9
Caraid glares at the manticore, which doesn't even seem to notice! With that not working he pulls out his shortbow and takes aim with that instead.
Attack: 1d20 + 8 ⇒ (11) + 8 = 19 Damage: 1d6 ⇒ 5
1: Glare, 2: Draw bow, 3: shoot!
Will adjust his gear to have the bow tonight.

Wandering Wastrel |

Action 1: fly
Action 2: spikes
Spike v A: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d10 + 5 ⇒ (10) + 5 = 15
Spike v B: 1d20 + 12 ⇒ (20) + 12 = 32
Critical Damage: 2d10 + 10 ⇒ (5, 3) + 10 = 18
Action 3: spikes
Spike v C: 1d20 + 12 ⇒ (20) + 12 = 32
Critical Damage: 2d10 + 10 ⇒ (2, 2) + 10 = 14
Spike v N: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 1d10 + 5 ⇒ (5) + 5 = 10
Badia's arrow hits, but Caraid's just misses. Alistilae's spell does nothing more than mess with its mane, giving it an epically bad hair day.
In response, the Manticore roars and lashes its tail, sending another volley of spikes at the party!
Even protected by cover, Alistilae and Naadhira are not safe, as the quills pierce their flesh. Both of them however do much better than Badia or Caraid, both of whom are caught in the open and suffer vicious wounds as a result.
(Alistilae takes 15 damage. Badia takes 18 damage. Caraid takes 14 damage. Naadhira takes 10 damage)
Alistilae 19 hp
Badia 37 hp
Caraid 24 hp
Naadhira 38 hp
Manticore 6 damage, 6 spikes used
Party is up!

Badia the Leaper |

Badia roars in pain as another spike impales her. "Ali! Use that scroll! Make me fly!"
Assuming he uses the scroll...
Embracing her rage, Badia's mouth transforms into the wide maw of a vicious frog! She soars through the air and takes a big bite out of the manticore!
Bite: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d10 + 4 + 3 ⇒ (6) + 4 + 3 = 13
Rage, Sudden Charge

Naadhira Al-Braham |

If Badia ever ends up falling for some reason, I have feather fall to save her.
Naadhira uses her power over the elements to take control of Ali's gust and launch it at the Manticore once again. She makes sure to angle it such that Badia doesn't get swept up. Then, Naadhira takes cover once again.
Action 1&2: Gust of Wind DC 18
Action 3: Take Cover

Alistilae Mamnu |

Knowing that their only way out is if Badia can close the distance, Ali calls upon the power inscribed upon the scroll and unleashes its transmutative powers upon Badia. "Go get 'im!"
Action 1: get scroll from scroll case. Action 2+3: cast Fly on Badia.

Caraid |

Did I get healed earlier? I thought it was just Badia?
Trying not to yell too loudly Caraid takes a quick shot before trying to duck into cover and hide.
Attack: 1d20 + 8 ⇒ (4) + 8 = 12 Damage: 1d6 ⇒ 3
Hide!: 1d20 + 9 ⇒ (5) + 9 = 14
1: Shoot, 2+3: duck and hide!

Wandering Wastrel |

Caraid - Naadhira's first two heals were for the group
Fort save: 1d20 + 15 ⇒ (20) + 15 = 35
Bite: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 2d8 + 7 ⇒ (2, 1) + 7 = 10
Claw: 1d20 + 15 - 4 ⇒ (20) + 15 - 4 = 31
Critical Damage: 4d6 + 14 ⇒ (4, 1, 6, 3) + 14 = 28
Naadhira's spell is even less effective than Alistilae's was previously. Caraid's lack of accuracy suggests he's more interested in self preservation than combat. Badia's bite scores a hit, but the manticore seems more puzzled than hurt; it bites her in return, before casually eviscerating her with one claw. (Badia takes 38 points of damage and is saved by her temporary hit points (EDIT))
Alistilae 19 hp
Badia 7 hp
Caraid 24 hp
Naadhira 38 hp
Manticore 19 damage, 6 spikes used

Badia the Leaper |

The bonus HP from rage are temporary HP, so they are lost first. I should be at 7 HP.
Badia screams as the manticore tears open her belly. Pressing her hand to her gut to keep her entrails from spilling out, she defiantly bites the monster twice more.
Bite: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d10 + 4 + 3 ⇒ (6) + 4 + 3 = 13
Bite: 1d20 + 9 - 5 ⇒ (18) + 9 - 5 = 22
Damage: 1d10 + 4 + 3 ⇒ (8) + 4 + 3 = 15
Fly, Strike, Strike

Caraid |

Caraid shoots again, trying to distract the creature from Badia!
Shot 1: 1d20 + 8 ⇒ (17) + 8 = 25 Damage: 1d6 ⇒ 1
Shot 2: 1d20 + 8 - 5 ⇒ (7) + 8 - 5 = 10 Damage: 1d6 ⇒ 3
Shot 3: 1d20 + 8 - 10 ⇒ (11) + 8 - 10 = 9 Damage: 1d6 ⇒ 5

Naadhira Al-Braham |

Naadhira prays to Sarenrae as she draws her wand and tries to heal Caraid. Fortunately the magic worked!
Free Action: Drop staff
Action 1: Draw Wand
Action 2&3: Cast Heal
Resonance Check: 1d20 ⇒ 16 DC 14
Heal: 3d8 + 4 ⇒ (6, 5, 6) + 4 = 21

Naadhira Al-Braham |

Sure, heal Caraid, not the barbarian with 7 HP left.
You're too high.

Alistilae Mamnu |

Alistilae curses at his wand until it starts to glow. He then manipulates the remnants of already cast spells until it takes the shape of another magnificent gust of wind.
Free action: Drain Focus to regain Gust of Wind. Action 1+2: Cast Gust of Wind, forcing a DC 18 fort save.

Wandering Wastrel |

Fort save: 1d20 + 15 ⇒ (11) + 15 = 26
Bite: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 2d8 + 7 ⇒ (5, 5) + 7 = 17
Spikes vs Naadhira: 1d20 + 12 - 5 ⇒ (16) + 12 - 5 = 23
Damage: 1d10 + 5 ⇒ (5) + 5 = 10
Spikes vs Caraid: 1d20 + 12 - 5 ⇒ (16) + 12 - 5 = 23
Damage: 1d10 + 5 ⇒ (5) + 5 = 10
The blast of wind from Alistilae holds the manticore in place, but does little else of note. Its bite tears into Badia, rendering her unconscious and rapidly bleeding out. (Badia takes 17 damage, which gives her Dying 1)
With its main foe defeated, its tail twitches once more, sending a volley of spikes which pierce Caraid and Naadhira. (Both of them take 10 damage)
Alistilae 19 hp
Badia Dying 1
Caraid 35 hp
Naadhira 28 hp
Manticore 48 damage, 8 spikes used
Party is go!

Badia the Leaper |

I assume I float to the ground after going prone. I'm going to get up and attack either way. If I do get healing, I'll gain the wounded 1 condition. If I don't get healing, I'll spend a Hero Point to immediately go to 1 HP and not get the wounded condition.
Badia groans as her consciousness fades away. But drawing upon the wellspring of her rage, she immediately howls and gets back to her feet. "I will not... fall... so easily!" She leaps back into the air and charges the manticore!
Bite: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d10 + 4 + 3 ⇒ (9) + 4 + 3 = 16
Stand, Sudden Charge. Last round of rage!

Alistilae Mamnu |

Not one to bar the thought of running away when there's yet another day, Alistilae fires off a frigid ray of frost before voicing his ]sure-to-boost-morale thoughts. "Ought we to consider .. retreat?"
Ray of Frost vs TAC: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 ⇒ 3
If my spells aren't on FORT, they're limited to range 30ft.

Naadhira Al-Braham |

Naadhira frantically points the wand in Badia's direction now that she's falling within range. Right when it's most needed, the wand splutters and sparks. Naadhira is out of energy. She conjures up her shield and yells out. "I can't heal anymore! We should get out!"
Resonance: 1d20 ⇒ 6 DC 15

Caraid |

Caraid loads and fires desperately, hoping that by sheer volume of arrows he can hurt the creature. This proves to be as unlikely as he had feared.
Attack: 1d20 + 8 ⇒ (12) + 8 = 20 Damage: 1d6 ⇒ 1
Attack: 1d20 + 8 - 5 ⇒ (7) + 8 - 5 = 10 Damage: 1d6 ⇒ 5
Attack: 1d20 + 8 - 10 ⇒ (15) + 8 - 10 = 13 Damage: 1d6 ⇒ 6

Wandering Wastrel |

Bite v Badia: 1d20 + 15 ⇒ (17) + 15 = 32
Critical Damage: 4d8 + 14 ⇒ (8, 8, 5, 6) + 14 = 41
Bite v Alistilae: 1d20 + 15 - 5 ⇒ (10) + 15 - 5 = 20
Damage: 2d8 + 7 ⇒ (8, 7) + 7 = 22
Badia's bite connects, as does Alistilae's spell and one of Caraid's arrows. In return, the manticore's bite almost tears the half-orc in two (Badia takes 41 damage and is Dying 2), before it flaps its bat-like wings and soars down to attack Alistilae, leaving the halfling a bloody mess on the mountainside (Alistilae takes 22 damage and is Dying 1).
There is now a MAP. The dotted lines indicate the edges of the path. Either side of the path the mountain goes straight up or down, as indicated by the arrows.
Alistilae Dying 1
Badia Dying 2, used one Hero Point
Caraid 35 hp
Naadhira 28 hp
Manticore 68 damage, 8 spikes used

Badia the Leaper |

Badia hits the ground again, blood pouring from her ravaged body. Against all odds, she stirs, drawing another ragged gasp as she gets to her feet. "Nnngh..." she groans, fatigued and barely clinging to life. Still, she picks up her bow from where she dropped it, nocks and arrow, and lets it fly at the manticore.
Longbow, Volley: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Use Hero Point. Stand, Pick Up Bow, Strike
Since I am fatigued and I took 3 actions, my AC and saves have a conditional penalty of -4. Current AC is 14.

Alistilae Mamnu |

The halfling's form garbles incoherently as his form trembles and shakes. Where he suffers, the dry ground greedily drinks from his suffering as blood flows from vicious wounds.
Fort save to recover from dying: 1d20 + 7 ⇒ (18) + 7 = 25
When you’re dying, at the start of each of your turns you
attempt a special Fortitude saving throw to see if you get better
or worse; this is called a recovery saving throw. The effects of
this save are as follows.
Success: Your dying value is reduced by 1.
Critical Success: Your dying value is reduced by 2.
Failure: Your dying value increases by 1.
Critical Failure: Your dying value increases by 2.
The GM sets the DC of your recovery saving throw when
you’re knocked out. This DC is equal to the DC of the spell or
ability that dropped you plus your current dying value.
If damage that reduced you to 0 Hit Points came from
something that doesn’t have a DC, such as an attack roll, use
the attacker’s class DC. Though a class DC usually includes
the key ability modifier for a character’s class, the GM might
sometimes decide a different ability score is appropriate; for
example, a wizard’s class DC usually uses Intelligence, but
if he knocks someone out with his staff, the DC might use
Strength or Dexterity. For monsters, the GM will use a high-
difficulty skill DC of the monster’s level (see page 336).
Always use the recovery DC determined at the time you were
knocked out—if the attacker’s DC changes later, your recovery
save DC doesn’t retroactively change to match.

Caraid |

Showing remarkable bravery (or stupidity depending on who you ask) Caraid drops his bow to recover his magical shortsword, before rushing down the path and into combat with the creature.
1. switch weapons. 2. stride. 3. strike.
Attack: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26 Damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13

Naadhira Al-Braham |

Naadhira strides closer now that the beast has landed. She channels a mighty lightning storm!
Damage: 2d10 ⇒ (7, 7) = 14
DC 18 Reflex
Success: Half
Failure: Full and Sluggish1 for 1 round

Wandering Wastrel |

Reflex: 1d20 + 10 ⇒ (14) + 10 = 24
Athletics, Shove vs Caraid: 1d20 + 11 ⇒ (5) + 11 = 16
Move
Bite v Badia: 1d20 + 15 - 5 ⇒ (8) + 15 - 5 = 18
Damage: 2d8 + 7 ⇒ (4, 4) + 7 = 15
Naadhira's spell singes the manticore, which howls in rage and pain. It pounces on Caraid, pushing him off the side of the mountain! It's a long way down...
Sorry, you were right by the edge. Too tempting!
Following up, it hurtles towards Badia once again, seeing the half-orc as its biggest threat. Its bite once again proves fatal (Badia takes 15 damage).
Alistilae Unconscious, 0 hit points
Badia Dying 1, 2 Hero Points used
Caraid Fallen
Naadhira 28 hit points
manticore 91 damage

Caraid |
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Acro: 1d20 + 8 ⇒ (5) + 8 = 13 Higher than that I think...
Caraid swears loudly on the way down. It makes him feel slightly better, but does nothing to change the inevitable outcome...

Naadhira Al-Braham |

Naadhira reacts by sending out a cushion of clouds to help save Caraid as he falls. Then she conjures her last lightning storm and follows it up by conjuring a floating shield around her.
Reaction: Cast feather fall on Caraid
Action 1&2: Cast Tempest Surge
Action 3: Cast Shield
Dmg: 2d10 ⇒ (2, 2) = 4
DC 18 Reflex

Wandering Wastrel |

Reflex save: 1d20 + 10 ⇒ (19) + 10 = 29
Crit success - no damage. I'm sorry.
Bite: 1d20 + 15 ⇒ (11) + 15 = 26
Damage: 2d8 + 7 ⇒ (7, 6) + 7 = 20
Claw: 1d20 + 15 - 4 ⇒ (1) + 15 - 4 = 12
Claw: 1d20 + 15 - 8 ⇒ (3) + 15 - 8 = 10
Caraid lands safely at the bottom, although he still has a loooong way to get back to the top. (alive but essentially not in the fight right now)
The manticore effortlessly dodges Naadhira's spell, but she in turn effortlessly dodges its claws, and her shield protects her from some of its bite. (Naadhira takes 20 damage, or 16 if she uses shield block)
Alistae 0 hit points, unconscious
Badia Dying 1
Caraid 35 hit points, a long way away from the fight
Naadhira 12 hit points assuming she used shield block
Naadhira is go again!

Naadhira Al-Braham |

Naadhira's shield bursts as she blocks the manticore's attack. She won't be able to use it for quite some time, possibly ever.
"Survival of the fittest, I guess." She mumbles. With little hope of survival, Naadhira draws her dagger and stabs away in an attempt to bring the beast down with her.
Dagger1: 1d20 + 5 ⇒ (13) + 5 = 18
Dmg: 1d4 ⇒ 2
Dagger2: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
Dmg: 1d4 ⇒ 3

Wandering Wastrel |

The manticore easily avoids Naadhira's desperate swipes.
Bite: 1d20 + 15 ⇒ (14) + 15 = 29
Another crit just seems appropriate at this point...
Damage: 4d8 + 14 ⇒ (2, 7, 4, 1) + 14 = 28
Naadhira falls, dying, alongside her companions as the beast begins to feed.
Now, just imagine how it feels
When first your toes and then your heels,
And then by gradual degrees,
Your shins and ankles, calves and knees,
Are slowly eaten, bit by bit.
At the base of the mountain, Caraid hears the triumphant roar of the manticore above, and can only conclude the worst: that his companions have, finally, fallen. They fought bravely to the end; but it was not enough.
He, alone, can slink away in safety.

Caraid |

He lives... :D At least someone survives, by virtue of falling off a mountain!

Wandering Wastrel |

AFFAIR AT SOMBREFELL HALL
Ustalav, AR 4711
They say it only rains in Ustalav when the month has a vowel in it; which is to say, all the time. Right now, it's falling like mist: gently, but still very wet. About the only thing on you that's dry is the letter that you received yesterday, and is now tucked inside your cloak:
Faithful Friend,
Your sisters and brothers of the esteemed Palatine Eye are at a loss. We need the assistance of a specific expert, but to get it, we need help from you.
To explain. Two years ago, from an ancient tomb in Katapesh, our agents retrieved (after several failed attempts) a most sinister gem called a “countdown clock.” Within its facets dance shifting runes that chronicle the elapsing of time. Our scholars have recently determined that these shifting runes are counting down to the year 4718. This is most alarming, for we have also learned that this year is of significance to the Dominion of the Black. Beyond these facts we are stymied.
The Palatine Eye needs to know what we face. Specifically, we need the research skills of one Dr. Verid Oscilar, Ustalav’s foremost expert on the Dominion of the Black and a vaunted professor at the Sincomakti School. The good doctor, however, is not currently in residence at his post. We understand that he has gone on sabbatical at Sombrefell Hall, a manor his family owns on the southwestern shores of Lantern Lake. Some say that his research into the Dominion has left his mind in a delicate state. If there were any other way to thwart the evils we face, we would not bother the good professor.
We ask you to travel to the professor’s retreat and humbly ask for his aid. Dr. Oscilar knows the horrors the Dominion would visit on us better than anyone, and he respects those dedicated to thwarting them. He is, by all accounts, a religious man, and we hope he will listen to you, consider our case, and help us, despite the rest he is undertaking.
Please, without delay, gather the supplies you need and travel together to Sombrefell Hall to beseech the doctor. Should he agree, we can arrange for a stipend to pay him for his services. We humbly request your utmost alacrity — we know not what we face, nor is there time to waste.
Yours in the Unexplained,
The Eye
==========
Setting out early in the morning, your journey to Sombrefell Hall is unenventful and takes the better part of the day: by late afternoon, it is clearly in view at the end of the road.
Like the smoky exhalation of a mighty beast, a billowing haze blankets the lake. A massive mansion rises from the mist, with sweeping roofs topping two-and-a-half vaulted stories. The manor’s grand entrance consists of mahogany double doors, a white-marble knocker fashioned in the likeness of an angel-shaped ankh, and a tarnished bronze placard that reads “Sombrefell Hall.”
The words "Abandon Hope All Ye Who Enter Here" are mysteriously absent; but I hope that gives you enough to go on in terms of character creation :)

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The towering, brown skinned figure looms out of the mist like some sort of monster himself. Clad in darkened plate mail and with a huge sword across his back Ashlion certainly inspires confidence, and fear, in equal measure.
"So, this is the place?" His voice booms through the fog. "We should knock. Doctor! Doctor! We have come to check on you."

Rozalia Tilescu |

"There's no need to shout, Ashlion," Rozalia chides. The beautiful Varisian woman steps forward, the multi-colored scarves adorning her plate armor trailing behind her. An elegant but deadly glaive is strapped to her back.
She points to the knocker. "Look, Brynn. Perhaps you won't be the only Sarenite here tonight." She then raps the knocker against the door.

Rozalia Tilescu |

"The Eternal Rose teaches her followers to speak softly, but carry a big glaive." Roazalia gestures to her own weapon.

Brynn Everflame |

"I sure hope I'm not, but this place shows nothing of the Sun." Says the tall half-elf with gleaming red hair. She's dressed in a suit of chain mail and holds her open helm at her side. As she puts it on, she says "hope for the best, prepare for the worst."
Do I know anything of Sombrefell Hall?
Lore (Sarenrae +10E), Religion +12E

Jaksics Vilmos |

Ashlion is a living announcement, cling-clanging about in a manner any Gorumite would approve of, leaving Jaksics to wonder just how this meet-and-greet with doctor Oscilar would go. Loudly, I suspect. Behind the sorcerer's grotesque mask, a pair of rot-tainted eyes rolled up as the Gorumite continues to boldly proclaim their impending arrival.
When Jaksics speaks, there's a hissing to his voice that reminds you of water dripping down onto a glowing hot plate. One of the many 'gifts' of his blood. "Alright, with the ruckus we're making we're going to wake up the dead. Yes, we're in Ustalav, and no, I am not joking." Perhaps his Ustalavi superstitions are based on nothing, perhaps his words contained a hidden wisdom.
The grating sound of metal-on-metal then scrapes through the air as the man tightens clenches his fists. "I got a bad feeling about this."
But when did he not?

Rozalia Tilescu |

Rozalia lays a comforting hand on Jaksics's arm. "Do not fret, Jak. There's a reason the Eye chose our group for this task. The gods are on our side. They will guide us through whatever trials lie ahead."

Jaksics Vilmos |

The tall Ustalavi halts when Rozalia touches him, soaking up the view of the estate: so this is it. He sighs, creating a sound not unlike that of sizzling meat. "The gods are not beyond failure. Guide us, they might, but failure is but a fool's step away. Now, let us proceed with caution, please."
Cheery one, that sorcerer.