GM_MG
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Didy
Kvothe
Creature
Al
Carl
Didy and Kvothe are up!
Kvothe Incruentus
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Breaking into his new battle song, Mando Theme, Kvothe summons his arcane powers and hurls a telekinetic force at the creature
inspire, cast telekinetic blast
spell attack: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
damage: 2d6 + 4 + 1 ⇒ (1, 1) + 4 + 1 = 7
GM_MG
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Telekinetic projectile has a range of 30 feet, and Kvothe is a bit outside of that.
| Didymus the Great |
Didy starts bobbing his head unconsciously as Kvothe's music echoes off of the cavern walls.
"Alright, big fella, what the heck are you?" he says as he looks over the strange looking wolf.
first action I will try to recall knowledge on this thing. (Arcana/Occult +0, Nature/Religion +11, Society +8). GM's choice for questions. Then assuming anything I learn won't drastically change my tactics, I will command Pinchy to close in and use her Support action (adding 1d6 persistent poison to my attacks) and then fire a Hunted Shot at it.
hunted shot 1+inspire: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32
piercing: 2d6 + 1 + 1 ⇒ (5, 6) + 1 + 1 = 13
hunted shot 2+inspire: 1d20 + 14 - 5 + 1 ⇒ (13) + 14 - 5 + 1 = 23
piercing: 2d6 + 1 + 1 ⇒ (3, 6) + 1 + 1 = 11
precision: 1d8 ⇒ 5
poison: 1d6 ⇒ 3
deadly die in case of a crit: 1d10 ⇒ 2
Kvothe Incruentus
|
Whoops, forgot to check range. My bad
Instead of casting Kvothe will move a bit closer and then intimidate
intimidate: 1d20 + 13 ⇒ (18) + 13 = 31
GM_MG
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Active Effects - Inspire Courage
Didy
Kvothe
Creature (-21, 1d6 persistent poison, Frightened 1)
Al
Carl
Kvothe casts inspire courage, and demoralizes the creature. Success, but not a critical.
1d20 ⇒ 19
Didy is able to identify this creature as a greater barghest. These creatures are known for their ability to change shape from a wolf-like humanoid to a goblinoid form—either a goblin, a hobgoblin, or a bugbear. Thy are also remarkably resistant to damage. Resist fire 10, resist non-magical physical damage 10.
Didy's first arrow strikes the creature, although his second does not.
The barghest attacks Pinchy with a startling savagery.
Bite: 1d20 + 17 ⇒ (3) + 17 = 20
Claw: 1d20 + 13 ⇒ (5) + 13 = 18
Claw: 1d20 + 9 ⇒ (10) + 9 = 19
However, he has trouble connecting with the small scorpion.
Persistent Damage check: 1d20 ⇒ 9
Up next, everybody!
| Creepy Carl |
Carl sets his new shield firmly in place. Hustling as far as he can to the beat of the music, he can not reach flanking with Mr. Pinchy. But he does his signature move and attempts to hook the creature behind the knee for a trip.
Inspired Trip: 1d20 + 13 + 1 + 1 ⇒ (18) + 13 + 1 + 1 = 33
If Inspired Critical Trip Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Raises shield to keep AC 25
Going to use my reaction on the first hit. Either Shield Block (Hardness 10) on myself, or Glimpse of Redemption on an ally(-7 hp damage & Enfeebled (or Stupefied) 2)
GM_MG
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Carl manages to send the barghest sprawling to the floor. Success, not critical.
| Lady Alhambra |
Al moves a little closer and then calls down a bolt of lightning onto the prone creature.
DC 21 Sudden Bolt: 4d12 ⇒ (3, 3, 11, 8) = 25
1st 4/4
2nd 3/4
3rd 3/3
Focus 1/1
| Didymus the Great |
Pinchy lets out an urgent series of chittering as her hide barely repels the onslaught of the barghest.
"Don't worry, girl, we've got ya," he soothes his companion before sharing his recollections, "Whoa! This thing is a barghest--a great one if I'm not mistaken--they are like goblin-werewolves. They are hard to hurt with fire and shrug off the wounds of unenchanted blades. Thank the gods for the new runes! Umm, what else was there about them in that story..."
First action I will command Pinchy to Strike with her stinger and then take a Step back. 2nd action I will fire a Hunted Shot again. 3rd action I guess I will attempt to recall more knowledge if possible.
Pinchy stinger: 1d20 + 10 ⇒ (13) + 10 = 23
piercing+poison+precision: 1d6 + 3 + 1d4 + 1d8 ⇒ (1) + 3 + (2) + (4) = 10
hunted shot 1+inspire: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
piercing: 2d6 + 1 + 1 ⇒ (4, 6) + 1 + 1 = 12
hunted shot 2+inspire: 1d20 + 14 - 5 + 1 ⇒ (5) + 14 - 5 + 1 = 15
piercing: 2d6 + 1 + 1 ⇒ (2, 6) + 1 + 1 = 10
precision: 1d8 ⇒ 7
Kvothe Incruentus
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Continuing the inspirational tune, Kvothe tries one of his new spells on the creature
inspire w/lingering comp, cast fear DC21
Spells 4/4
3/3
1/2
performance for lingering comp: 1d20 + 13 ⇒ (15) + 13 = 28
GM_MG
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Active Effects - Inspire Courage
Didy
Kvothe
Creature (-54, 1d6 persistent poison, Frightened 1)
Al
Carl
1d20 ⇒ 10 Success vs. sudden bolt
1d20 ⇒ 18 crit success vs. fearAl zaps the barghest with sudden bolt, and Didy hits it with an arrow. However, pinchy's attack seemed to have little effect, and the creature seems unaffected by Kvothe's spell.
The creature stands, and appears to cast a spell. It disappears from view!
Up next, everyone!
| Creepy Carl |
Free action speaking if allowed
"Oh, great. Super werewolf that can cast spells also! Like nature needed to give it more."
GM_MG
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Active Effects - Inspire Courage
Didy
Kvothe
Creature (-55,1d6 persistent poison)
Al
Carl
Oops, forgot about the persistent damage.
1d6 ⇒ 1
1d20 ⇒ 17
| Lady Alhambra |
"Oh no you don't!"
Al summons forth a gathering of faeries, which swirl and hover around the figure of the wolf.
I am casting Faerie Fire and then using Intimidating Glare on him.
intimidate: 1d20 + 14 ⇒ (17) + 14 = 31
GM_MG
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Active Effects - Inspire Courage
Didy
Kvothe
Creature (-55, frightened 1, Concealed, faerie fire)
Al
Carl
Didy isn't able to remember anything else about greater barghests.
The vague outline of the barghest appears before you. Intimidate is a success, not a critical.
Kvothe Incruentus
|
there you are! as Kvothe summons some more arcane powers and hurls some arcane bolts at the outline
magic missile. Forgot the +1 from inspire.
Spells
3/4
3/3
1/2
damage: 3d4 + 3 + 1 ⇒ (2, 1, 1) + 3 + 1 = 8
| Creepy Carl |
As the creature shimmers into view, Carl lashes out again. Setting his shield, he retreats toward his companions.
Flat check: 1d20 ⇒ 14
Inspired Trip: 1d20 + 13 + 1 + 1 ⇒ (17) + 13 + 1 + 1 = 32
Raises shield to keep AC 25
Going to use my reaction on the first hit. Either Shield Block (Hardness 10) on myself, or Glimpse of Redemption on an ally(-7 hp damage & Enfeebled (or Stupefied) 2)
| Didymus the Great |
"Oh! Umm, I guess they can turn invisible... I don't remember that coming up in the story... how did they beat that thing again?" Didy says mostly to himself as he trails off.
Seeing Carl's strategy, he whistles for Pinchy to fall back. She retreats from the slathering jaws of the wolf, scurrying up the wall slightly and peeking around timidly.
The ranger continues to sling arrows at his foe, while he racks his brain for details of half-remembered bed-time tales.
Command: move and take cover. 3rd try at recalling knowledge (is it wrong that I am hoping for a crit fail?), and then Hunted Shot.
flat check: 1d20 ⇒ 17
hunted shot 1+inspire: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
piercing+inspire: 2d6 + 1 + 1 ⇒ (3, 4) + 1 + 1 = 9
flat check: 1d20 ⇒ 4
hunted shot 2+inspire: 1d20 + 14 - 5 + 1 ⇒ (11) + 14 - 5 + 1 = 21
piercing+inspire: 2d6 + 1 + 1 ⇒ (1, 6) + 1 + 1 = 9
precision: 1d8 ⇒ 1
Damn you, miss chance!
GM_MG
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Active Effects - Inspire Courage
Didy
Kvothe
Creature (-73, frightened 1, Concealed, faerie fire, prone)
Al
Carl
Didy continues to struggle to recall information on the Barghest. His first arrow strikes the prone Barghest.
With a growl, the barghest casts another spell, and disappears in a puff of brimstone. Given the faerie fire, you can surmise that was a teleportation, rather than any kind of invisibility.
Out of combat!
| Didymus the Great |
"Uh-oh. We made the bar-guest angry and then he got away. That's not good. Not good at all."
"Oh crap, Professor is not gonna be happy to hear about this. Maybe we don't have to tell him? I mean, how could the bar-guest know that we're with the circus. Crap! Unless he's listening right now!" he looks around (and sniffs around) frantically for any hint that the creature is nearby. Eventually he gets distracted and turns his attention towards possible treasure.
searching +13
| Creepy Carl |
"I think we should tell the Professor. He may not like it, and the creature escaping does kind of reflect poorly on us. But he may want to start a buddy system for walking at night, or post extra guards. I would feel bad if someone else got hurt because I did not want to tell the truth.
But hopefully the creature is gone, and staying that way. Successful predators do not like fair fights. Weak, old, alone, unaware. My prayer is that it decides it does not like prey that fights back, and hunts elsewhere."
GM_MG
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Didy doesn't detect the creature in the immediate area.
There doesn't appear to be anything of worth in this grisly chamber.
| Didymus the Great |
Didy nods at Carl's wise words, "You're right. We gotta tell him. I certainly don't want anyone to get hurt cuz of something we did--or didn't do."
"Let's go see if we can find that treasure hidden in the trees outside!" he says trying to shift to a more pleasant topic.
Taking care to avoid the caltops, the ranger leads the group back outside and tries to follow the directions in the journal to the secret stash.
GM_MG
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Once the caltrops trigger, they're destroyed.
The cache is well hidden, but with the journal to guide you, you eventually turn up a small metal chime, a potion, and 10 platinum pieces in a small pouch.
The chime is a chime of opening, while the potion is a moderate darkvision elixir.
| Didymus the Great |
"Platinum! Holy cow, we're rich!"
"Well, we still have that keep to check out, but we should probably report back to the Professor first. George is right we gotta warn everyone about the monster on the loose. Here's hopin' he doesn't ground us."
| Creepy Carl |
Carl twirls one of the coins back and forth across his knuckles. "I have never held platinum before. I saw a few at the Hermitage when outside assistance was needed for some of the wards." He hands it back, and with a shiver straightens his posture. "Material goods, just to accumulate, are a distraction. Everything serves a purpose."
GM_MG
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Sorry for the delay.
Work is beginning on clearing the field as you exit the cave. You find the Professor, directing Lou, Grisamentum, and the other rousties in how he wants the camp set up.
The Professor listens to the news grimly.
"Oh, dear. It sounds as though the wolves are still around somewhere, too. Well, we'll have to set up watch and keep as secure as possible. Likely would have had to do that anyway, with Mistress Dusklight around. Have you finished exploring the grounds to the south?"
| Didymus the Great |
"No, not yet. We followed the wolf tracks to the cave. And after the bar-guest--just like in that story you read!" he interjects excitedly, "Anyway, after he got away we wanted to get the warning out right away just in case. We'll get back at it!"
Ok with that out of the way I think we can get back to exploring and check out the other paths through those woods. Any objections to checking out the little building on the island next?
GM_MG
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The building here is little more than a foundation and some partial walls, now thoroughly overgrown with weeds.
Map updated.
| Didymus the Great |
As the group approaches the log bridge, Didy looks around cautiously for threats and hazards.
"Be careful crossing that log, Carl. This one story the Professor read to me was all about pirates, but the scariest part was the water was infested with these mean, blood-thirsty fish called sharps. They had rows and rows of teeth and could eat people whole!"
I am glad that you are a surprisingly nimble tank, Carl! I imagine crossing that log will call for some balance checks. In the meantime, Didy is on the look out for more surprises like those caltrops, so I am taking the Search activity (+13E).
Kvothe Incruentus
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Moving with the crew, Kvothe smiles as Didy describes their "adventures" to the professor. After that is finished, Kvothe moves with the group to finish their scouting mission. Keeping his eyes peeled for any threats, he stays vigilant.
k other will be searching as well for his exploration activity +11 perception
| Creepy Carl |
Carl holds his trident vertical with the ground as he moves cautiously across the log.
Athletics: 1d20 + 11 ⇒ (9) + 11 = 20
Staff acrobat dedication makes successful Balance check a crit success. And thanks to whomever made my token a circle.
That is Acrobatics, not athletics. Modifier is correct
GM_MG
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The log is broad and relatively flat, and fairly dry despite the damp of the swamp. No balance check required.
The flickering light can still be seen on the island to the west.
| Didymus the Great |
With a sigh of relief as Carl makes it across unmolested, he follows along with the group. As they approach the ruined building, Pinchy peers into the crumbled section of the wall, while Didy inhales deeply with his eyes half closed as he tries to identify any foreign scents.
GM_MG
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1d20 ⇒ 3
1d20 ⇒ 5
1d20 ⇒ 4
1d20 ⇒ 4
1d20 ⇒ 2
Yeesh
Didy doesn't smell anything unusual, beyond the normal smells of the swamp.
Hidden among the high grass, you see a skeleton, long dead. A cracked leather satchel nearby contains a potion and 14 gp. Although the skeletons leather armor is rotted to tatters, attached to it is a talisman in the shape of a white cat with a paw extended.
Also in the satchel is a water-damaged crude map of the area. The island to the west is marked with the words 'St. Alkitarem's Eye?'
GM_MG
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Further south, Carl spots another island in the swamp. A fallen log acts as a bridge, leading to solid ground on the other side.
| Didymus the Great |
"Ooo, St. Alitarem's eye, that sounds neat. Let's go check it out!" the ranger suggests as he looks over the map.
| Lady Alhambra |
Al will detect magic and spend a moment trying to identify the potion and the talisman.
arcana +11
Kvothe Incruentus
|
Following along behind Didy and Carl, Kvothe will keep an eye behind them as they move deeper in the swamp
switch to search perception+11 focused on behind us as we travel
GM_MG
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The talisman is a Beckoning Cat Amulet, and the potion is a potion of invisibility invisibility potion.
It takes a few minutes to identify the items, but there's nothing rushing you along.
| Creepy Carl |
I think I moved to the right place. Movement of 30 and Powerful Leap lets him jump 20' as a Leap action.
Seein a likely place to cross Carl does not bother with the log, but jumps to the next patch of land.
| Didymus the Great |
"I think the map said west, which I think is that way," Didy says pointing towards the island in the other direction with the second log bridge connecting it.
"But I am all for exploring everywhere! Whatcha see over there?"
Pinchy moves to the edge of the water timidly testing the water with her pincers and deciding not to attempt the jump. (It is possible for her, but she needs a 10 or better on her athletics check, so only barely more than 50/50 chance. So I'll hang back but close in case you need back up.) Didy moves around to the back side of the island, keeping an eye out for any dangers.
| Lady Alhambra |
I will move up and look inside the actual building. Have we found the source of the flickering light yet?
GM_MG
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The flickering light is on the west island. You can't quite see anything from here. I've added a token to represent where you think it must lie.
GM_MG
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From Carl's current vantage point, he can't quite see what's going on the island—there's a mass of large roots circling the island from the trees growing from it—but he can see the top of a flickering flame among the roots, and he can hear someone faintly singing, probably lying among the roots.
♫Hound dogs sing that
Swamp, swamp, swamp, swamp music
Swamp, swamp, swamp, swamp music
When the hound dog starts singing
I ain't got them big ol' city blues♫