Kvothe Incruentus
|
Catching the creatures by surprise, Kvothe bring back his lute and behind the battle tunes
He's a god, he's a man
He's a ghost, he's a guru
They're whispering his name
Through this disappearing land
But hidden in his coat
Is a red right hand…
just going to inspire and stay behind the others this round
| Lady Alhambra |
Stride + Elec Arc on Green and Red
DC 20 ref: 2d4 + 4 ⇒ (3, 3) + 4 = 10
GM_MG
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Active Effects - Inspire Courage
Didy
BumBum (-22)
Al (-25, 1d4 bleed)
Kvothe
Green (-10)
Red (-29)
1d20 ⇒ 8
1d20 ⇒ 11Both the dinosaur and the xulgath seem harmed by Al's spell.
The Deinonychus strides to Al and attacks (I'm assuming the concealment thing is up again?)
Concealment: 1d20 ⇒ 17
Concealment: 1d20 ⇒ 15
Attack, Jaw: 1d20 + 9 ⇒ (20) + 9 = 29 Crit
Attack, Talon: 1d20 + 5 ⇒ (12) + 5 = 17
Piercing Damage: 2d6 + 3 ⇒ (2, 5) + 3 = 10
Slashing damage: 1d6 + 3 ⇒ (2) + 3 = 5 and 1d4 persistent bleed.
The Xulgath, seemingly enraged by the death of its companion, rushes forward and attacks BumBum
Jaws: 1d20 + 11 ⇒ (20) + 11 = 31 Crit.
Piercing Damage: 1d6 + 6 ⇒ (5) + 6 = 11
BumBum Fort Save: 1d20 + 7 ⇒ (5) + 7 = 12
BumBum, that would fail but not crit fail, if you want to use a hero point.
Claw: 1d20 + 7 ⇒ (10) + 7 = 17
Everybody up, pending resolution of BumBum's fort save.
Kvothe Incruentus
|
You don't have no money?
He'll get you some
You don't have no car?
He'll get you one
You don't have no self-respect
You feel like an insect
Well don't you worry buddy
'Cause here he comes
Through the ghettos and the barrio
And the Bowery and the slum
A shadow is cast wherever he stands
Stacks of green paper in his
Red right hand
Keeping up the inspire, Kvothe gathers his arcane powers and hurls a blast of telekinetic energy at the xulgath
inspire and cast TK proj
spell attack: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d6 + 3 ⇒ (1) + 3 = 4
GM_MG
|
Active Effects - Inspire Courage
Didy
BumBum (-22, Enfeebled 1)
Al (-25, 1d4 bleed)
Kvothe
Green (-10)
Red (-33)
BumBum is Enfeebled 1.
Kvothe hits the xulgath, despite the cover.
BumBum the Clown
|
BumBum will start with a Demoralize on Red.
Intimidate: 1d20 + 11 ⇒ (8) + 11 = 19 hoping that was enough
Then he will strike Red with his Tail.
tail vs FF&fright?: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17 B: 2d6 + 5 ⇒ (6, 4) + 5 = 15
and again if that didn't do it
tail vs FF&Fright?: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 B: 2d6 + 5 ⇒ (6, 5) + 5 = 16
If the first Strike dropped him BumBum would Stride back next to Kvothe.
| Didymus the Great |
Ok finally able to get on the site again. Sorry for the long delay. I had to look up the rules to see whether it made more sense to treat the bleed, or just heal Al. 2 actions at probably 60% success, which in itself only allows a roll for a 30% success chance at stopping the bleed is awful. I am just going to use Battle Medicine, which will stop the bleed if i can get her to max HP, so I will go for it at the DC 20 expert level.
battle medic on Al: 1d20 + 11 ⇒ (9) + 11 = 20
healing: 2d8 + 10 ⇒ (7, 2) + 10 = 19
Well made the check but not enough healing. Ah well, still I feel like I made the right call. Then I will Command: Strike (and strike or stride depending on whether Red is still standing), then hunted shot on Red if still standing, otherwise regular shot on green.
inspired stinger vs Red: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
dmg: 1d6 + 4 + 1d4 ⇒ (6) + 4 + (4) = 14
inspired pincer if Red is up: 1d20 + 9 + 1 - 4 ⇒ (18) + 9 + 1 - 4 = 24
dmg: 1d6 + 4 ⇒ (1) + 4 = 5
precision: 1d8 ⇒ 5
Didy shot: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
dmg: 1d6 + 1 ⇒ (2) + 1 = 3
hunted shot #2 if red still up: 1d20 + 11 + 1 - 5 ⇒ (20) + 11 + 1 - 5 = 27
dmg: 1d6 + 1 ⇒ (5) + 1 = 6
precision: 1d8 ⇒ 6
GM_MG
|
Active Effects - Inspire Courage
Didy
BumBum (-22, Enfeebled 1)
Al (-6, 1d4 bleed)
Kvothe
BumBum drop Red and retreats to Kvothe, and Pinchy drops the other.
We can stay in combat until the resolution of the bleed damage.
Kvothe Incruentus
|
Seeing the last creature fall, Kvothe moves up to Al and casts his focus spell Healing Hymn to help her heal
cast spell and then refocus for 10 min
| Didymus the Great |
"Ouch, that was a nasty cut. We'll have to be cautious. BumBum, let me take a look at your injuries."
spending 10 min Treating Wounds on BumBum, going for the DC 20 again.
Medic DC 20: 1d20 + 11 ⇒ (14) + 11 = 25
healing: 2d8 + 10 ⇒ (4, 6) + 10 = 20
| Lady Alhambra |
"Thank you, boys! Much appreciated!"
Just in case these are better equipped, I will detect Magic to look over their gear while we get patched up.
GM_MG
|
The gear of these two xulgaths is definitely a cut above the other you've encountered, with dented (and stinky) breastplates and 4 well-crafted javelins. Each of them also has a dagger, and one of them is particularly well crafted, bearing a spidery rendition of modified Elven script.
Regardless, the dagger is of exceptional quality, and detects as magical. Further investigation reveals it to be a +1 dagger.
Kvothe Incruentus
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yea, I wonder where these guys came from? Didy, can you tell if they came from outside or from another area in the tower?
GM_MG
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Oops, yes, Society.
Xulgaths live in the Darklands, in the upper regions called Nar-Voth.
You see what appears to be a collapsed chamber here, where the floor has given way to a large pit. The smell of bat guano is quite strong here, and indeed you see a very sharp line of bat guano along the floor here, which ends very sharply about five feet from the edge of the collapse. (Indicated by the white line on the map.
Above the pit, you see dozens, perhaps hundreds, of bats hanging from the ceiling. Below, the pit is quite dark, but you can make out piles of guano at the bottom of the rough cavern floor. One pile in particular stands out, with the skeletal remains of some medium-sized humanoid, almost completely obscured by the piles of guano atop it. A shattered falchion can be seen beside it, and the corpse appears to be wearing plate armor.
| Didymus the Great |
I like the suggestion of trying to figure out which direction the new Xulgath's came from, so I will track that. Then can I make a Nature check with regards to the bats? There are plenty of hints they are hostile, which is rather unusual for bats. I am guessing this kind of check would need to be secret, I have +9.
tracking: 1d20 + 9 ⇒ (12) + 9 = 21
GM_MG
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Didy is unable to determine where the two xulgath came from.
The bats are vampire bats—not particularly dangerous under normal circumstances, but sometimes given to swarming behavior. N Large Animal Swarm, and there are sufficient bats to make up two swarms. You know the following: that anyone in a square with the swarm takes 1d4 points of piercing damage following a basic reflex save. Those that fail the save also take 1 persistent bleed damage.
Additionally, you know that swarms of these bats can be difficult to harm, having the following resistances: bludgeoning 6, piercing 6, slashing 3.
| Lady Alhambra |
Al will detect magic and try to figure out how the stone barriers work. Arcana +8.
GM_MG
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There is no magic within 30 feet of your current location. I'm not sure what you mean about stone barriers.
| Lady Alhambra |
Oh, sorry I misunderstood. I thought this area was blocked off by the stones like the dinosaur areas. I would like to examine the sharp line of bat guano that comes to such an abrupt halt. It seems like some magical trickery has to be going on here.
GM_MG
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The line of guano ends quite abruptly, in an unnaturally straight line. It almost looks as if the floors were cleaned here,but the cleaning stopped very suddenly.
1d20 ⇒ 15
On closer inspection, it appears that, under the caked on layers, the ledge is crumbling and prone to collapse. Perhaps whatever was responsible for this cleaning knew this, or sensed it.
| Lady Alhambra |
Ahh, okay, that makes sense. Let's explore the other areas first. This seems to just be loot that none of us actually use (full plate and a falchion), so it won't matter until it is time to leave and sell stuff for a profit. Let's explore the western chamber, and then move up stairs (and into those alcoves in the room with the stairs).
GM_MG
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This room has a sloped ceiling at the eastern end, which accommodates a staircase ascending steeply upward from the middle of the room. Round alcoves to the north and south each bear stone daises with the booted feet of a statue, but both statues are broken off at the shins.
GM_MG
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There is nothing left here but the boots of what was once a statue of a humanoid creature. A few small chips of stone are all you see.
| Didymus the Great |
Religion +9, does Didy geek out recognizings these clearly to be the sandaled feet of Aroden? :)
GM_MG
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Unfortunately, not enough detail remains for Didy to tell what these status once represented.
Kvothe Incruentus
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so it seems like our next move is up the stairs. Didy, if you would take the lead with Pinchy we'll check it out
going to do stealth as my mode of exploration following Didy and Pinchy
| Didymus the Great |
Sure thing!
Didy and Pinchy advance up the stairs, trying to track his new prey.
GM_MG
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1d3 ⇒ 1 Hero point for Didy.
The stairs are difficult to climb—steep, and heavily worn, almost more a ramp than a set of stairs.
After a long, tiring climb, the stairs end in a t-junction. Both ends of the hall turn off to the south. The stench of Xulgaths is no bettr on this floor.
| Didymus the Great |
opted for the left path. Tracking for my exploration activity, hopeing to get that jump start on our next prey. Survival +9 (actually +10 since a tracking activity thanks to my goggles).
GM_MG
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Going to hold here a bit to get our new member situated.
GM_MG
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Rolling back just a bit.
As you approach the stairs, you see an odd creature, apparently made of vines.
Feel free to introduce yourselves.
| Creepy Carl |
Creepy Carl rotates his neck and shoulders as the group comes into sight.
"Greetings. Harlock has decided that my services at the Hermitage were no longer needed. I am Creepy Carl and most of my charges in the pens were either eaten or tainted. So we prayed and since Harlock has to rebuild his group, I have been tasked to help restore the land. How may I be of service?"
He is a wiry little guy, bearing studded leather, a heavy steel shield with a boss, a trident in one hand and a short bow slung over his shoulder. A small backpack lay at his feet.
| Didymus the Great |
Didy raises his bow reflexively at the appearance of the strange creature, but after a few quick, (frankly intrusive) sniffs and the mention of Harlock's name, he quickly relaxes.
"Oh! Hi there! It is great timing actually! My best buddy, BumBum, just had to head back to the big top. I think he wasn't feeling well, after a combination of eating nothing but pickles and then smelling all these xulgaths--yuck!"
"I'm Didymus the Great! And this is Pinchy," he gestures at the three foot long scorpion at his side who clicks her claws in response. "And somewhere around here, Ambrosius, my trusty velociraptor companion, is hiding. He's jealous of the attention that Pinchy's been getting."
| Creepy Carl |
Creepy starts looking around. "A velociraptor. Those are wonderful creatures. That is one of the things I am looking into. Unfilled ecological niches that we can reintroduce creatures from that past that civilization has pushed out."
He stands still and just extends a few vines toward the scorpion. "Nice to meet you Pinchy. I feel we will be working closely together for some time."
Kvothe Incruentus
|
Spinning around at the sound of someone approaching, Kvothe begins to summon some arcane energy. Letting it disappate as the creature identifies itself, Kvothe breaks into a grin
yea, we were going to try to move forward with just the 3 of us, but any help would be most welcome. I'm Kvothe
| Lady Alhambra |
"Well aren't you adorable!" Al says as she runs up and hugs the leafy creature. She takes a step back and takes an elaborate bow, "I am the mysterious Lady Alhambra! But you can call me Al."
| Creepy Carl |
As Lady Al pulls back Creepy Carl grins back at both of them. ]"It is nice to finally catch up with you all. I hope we are able to figure out what is causing the blight on these people."
| Didymus the Great |
"Well we are just about to explore the upper floors. If you are all set, let's do some adventuring!"
Still tracking +10 for my exploration mode; and I adjusted our spots on the map to make room for our new frontliner :)
| Creepy Carl |
"That sounds fine with me."
Defend [AC 23) as my standard exploration activity. I put notes and pics on the sheets. I pretty much just took the same place Bum-Bum had.
GM_MG
|
This large, rectangular room has an arc of faintly glowing runes on the floor to the northwest. The east side of the room contains a battered xulgath corpse slumped against the wall.
Three xulgaths lurk here, attacking as soon as you approach.
1d20 ⇒ 14
1d20 ⇒ 16
1d20 ⇒ 19
1d20 ⇒ 8
1d20 ⇒ 18
1d20 ⇒ 11
1d20 ⇒ 19
GM_MG
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Kvothe
Didymus
Red
Blue
Creepy Carl
Green
Al
Anyone beginning or ending their turn within 30 feet of a xulgath, give me a fortitude save.
Kvothe and Didy are up!
Kvothe Incruentus
|
Strumming his lute as they come around the corner, Kvothe begins inspiring his companions and ends with some intimidate action
Take a little walk to the edge of town
And go across the tracks
Where the viaduct looms
Like a bird of doom
As it shifts and cracks
Where secrets lie in the border fires
In the humming wires
Hey man, you know
You're never coming back
intimidate Green: 1d20 + 9 ⇒ (17) + 9 = 26
move, inspire, intimidate
| Didymus the Great |
Didy begins to gag as they round the corner, the horrendous stench wreaking havoc on his keen sense of smell, pickles or no pickles. At least it makes them easy to track, he thought to himself.
He gives a couple quick clicks with his tongue, then nods when Pinchy turns toward him. He'd taught her that it was a game. She had to chase his arrows to the target. She quickly scurries on her eight chitinous legs, but as always the arrows win the race, though she happily plunges her stinger into the prey as a consolation prize.
stride, hunted shot on green, command: stride+strike on green
hunted 1 +inspire: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
P: 1d6 + 1 ⇒ (5) + 1 = 6
deadly?: 1d10 ⇒ 3
hunted 2 +inspire: 1d20 + 11 + 1 - 5 ⇒ (18) + 11 + 1 - 5 = 25
P: 1d6 + 1 ⇒ (6) + 1 = 7
precision: 1d8 ⇒ 2
stinger +inspire: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
piercing +poison: 1d6 + 4 + 1d8 + 1d4 ⇒ (3) + 4 + (3) + (1) = 11
Didy Fort +pickles: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Pinchy Fort: 1d20 + 7 ⇒ (12) + 7 = 19