Doug's Enmity Cycle (Inactive)

Game Master Doug Hahn

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NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

As they walk towards the table in the corner Barker looks around

"I am definitely making a song about it ... but they should have brought an archer, it would stand over there."

He plays a tune "Than Eleanor yelled: 'Barker they have bows!',
not thinking of his own self he charged with angry frown!"

He laughs at the rhyme, thinking that he could better.

He plays few cords and sniffs the air looking around himself. Read the air just in case

He looks at others trying to see if there is anyone observing them in an odd way ... but he sees all eyes being on them.

"Tahar, Zidri did you ever had anything to do with Usij Cultists? Or anyone capable of making such contraption" Barker points at the head


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

______
Religion on who Cultists Worship

Zephrena knows those Usij cultists worship divs, fiends who seek to thwart and ruin the schemes and works of mortal beings.

More on Divs:
Divs were once genies bound to serve ancient mortal empires, where they worked alongside gracious mortal partners to create works of subtle design and powerful magical potential. What started as a collaboration with mortals soon morphed into he mortals abusing them. Eventually, these genies rebelled, but in doing so, they came under the sway of a nihilistic demigod known as Ahriman. Their new master twisted their form and granted them the power to avenge themselves upon their mortal overlords, leading to the birth of the first divs. Since that first wave of corruption, new divs arise from the spirits of the most wicked and hateful genies who die on the Material Plane, or those truly betrayed by mortals and overcome through their desire for vengeance.

Usij cultists are often lunatics or nihilists who worship Ahriman, a particular div, or the concepts of destruction in general.

______
Engineering/Crafting on head

The gnome champion confirms what Rhys did about the head: no traps. Perhaps it can be repaired but it will take time.

______
Barker

GM Screen:
Eleanor's Perception (E): 1d20 + 11 ⇒ (8) + 11 = 19
Iksha's Perception (E): 1d20 + 8 ⇒ (13) + 8 = 21
Barker's Perception (E): 1d20 + 8 ⇒ (18) + 8 = 26
Rhys's Perception (T): 1d20 + 7 ⇒ (20) + 7 = 27
Zephrena's Perception (T): 1d20 + 6 ⇒ (3) + 6 = 9 Darkvision

Barker is correct, while the reading is going to begin again soon everyone is eyeballing your table. Of course they are poets and literary types love gossip!

Tahar nods. I know dozens craftspeople who are capable of this; there's a lot of clever art made in this city and mechanics are very much in the zeitgeist right now. Combining machines and literature is fashionable avant-garde! You know, Vinn Gharban is even here. He points to gnomish inventor in the crowd. He's director of the new clockworks academy here in the city. I hear they are already overfull on applicants.

Zirdi laughs at Barker's question. We're just stuffy old patrons dear, adventurers like you are the ones who might have something to do with cultists.

Aren't you curious? Wind it!


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Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor slowly stands fro her chair, suing the table to support herself as she walks to the head. "Stand back, I'll do it myself." She seems to struggle a bit turning the key but manages to slowly wind it nonetheless. "I have lived plenty of years if this does explode." She gives it one final crank.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Eleanor steps up and winds the key.

The apertures spin open and the eyes stare crazily around, as if the thing is blind. The jaw works up and down, the tongue clacks. Gears inside the cranium whirr and grind. A broken aluminum voice begins reciting a broken fragment of poetry:

"D-DEAR-EAR EAR HOO-HOOPOE, WELCOME! YOU WILL B-BE OUR GUIDE … GUIDE;
IT W-WAS ON YOU ART-ART-OKUS K-KIRRAN RELIED-LIED
TO C-CARRY…ARRY FIVE SECRET MESSAGES BEE-BETWEEN
FI-FIVE NOMADIC-IC CITY-CITY-STATES-ATES, ON-NNN W-WINGS UN-UN-UN-SEEN."

"HE HE HE KNEW YOUR LA-LA-LA-LANGUAGE AND YOU KNEW HIS HAR-HAR-HEART-T-T—
AS-AS HIS CLO-CLOSE CONFIDANT YOU LEARNT-T-T THE AR-AR-ART ——"

Sparks from the torn throat; ozone fills the air as the voice dies. The poem is on slide 1 without all the stuttering.

DC 12 nature, DC 10 Poetry/Art lore:
The hoopoe bird is a symbol of virtue; it's considered a messenger of ancient leaders, kings, and even gods. If the Hoopoe will be the guide in the poem, that means its author believes their message is of the utmost importance to all who hear it.

DC 12 Society, DC 10 History/Local Lore:
Artokus Kirran was the inventor of the sun-orchid elixir. In 1140 AR he secretly approached the leaders of the five cities of the Thuvia to form an alliance of mutual protection and share the profits from the sale of the sun orchid elixir. The city states established a rotation for hosting the annual sale that lasts to this day.

DC 18 Arcana:
While the device isn’t magical, it clearly has some components that were magically crafted. The housing, for instance, seems remarkably durable.

DC 18 Performance or Poetry Lore:
The words are in the style of an epic poem from northern Garund. It’s obviously incomplete, but the meter and phrasing is in a traditional Thuvian style. The poet Valls is famous for his work in this type of poetry.

DC 28 Crafting, Dc 26 Engineering Lore, or asking an expert:
there are likely other pieces of information stored within that would probably require either unique tools or perhaps a code word or phrase. Trying to gain access in other ways risks permanently damaging the clockwork.


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Bardic Lore, DC12/10? - Nature check: 1d20 + 7 ⇒ (2) + 7 = 9
Bardic Lore, DC12/10? - Society check: 1d20 + 7 ⇒ (1) + 7 = 8

Performance, DC18: 1d20 + 10 ⇒ (5) + 10 = 15

Barker listens to the poem and begin to write it down. When he does so he misses all of the references...

It is good to have all of the bad rolls out of the way.

"Eleanor that was really brave of you..."


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Nature 1 DC 12: 1d20 + 9 ⇒ (18) + 9 = 27
Society DC 12: 1d20 + 2 ⇒ (12) + 2 = 14
Arcana DC 18: 1d20 + 2 ⇒ (18) + 2 = 20
Performance DC 18: 1d20 + 6 ⇒ (8) + 6 = 14

"The hoopoe bird is a symbol of virtue; it's considered a messenger of ancient leaders, kings, and even gods. If the Hoopoe will be the guide in the poem, that means its author believes their message is of the utmost importance to all who hear it."

She then looks down at Holly and her newly blooming berries. "Artokus Kirran was the inventor of the sun-orchid elixir. In 1140 AR he secretly approached the leaders of the five cities of the Thuvia to form an alliance of mutual protection and share the profits from the sale of the sun orchid elixir. The city states established a rotation for hosting the annual sale that lasts to this day." She runs her fingers along one of the berries. "I am hoping these will be used as an ingredient soon."

She knocks her knuckles across the metal frame. "While the device isn’t magical, it clearly has some components that were magically crafted. The housing, for instance, seems remarkably durable."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Closes out the DC 12 nature, the DC 12 society, the DC 18 Arcana.

You can crit the Arcana check and get more, there is still the DC 18 Performance or Poetry Lore and a
DC 28 Crafting or DC 26 Engineering Lore (or asking an expert on clockwork tings)


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

Zephrena Performance 1d20 + 8 ⇒ (14) + 8 = 22

The blue haired gnome points over at the head of the clockwork school. Lets go talk with this guy. I bet he may grace us with some of his knowledge.


Female Investigator 4 | Perc +8 (Darkvision 60ft) | Speed: 25ft' | HP: 28/44 | AC: 21 (22 with Raise a Shield) | Fort: +7 Ref: +11 Will: +8 |Versatile Vials: 3/5 | Exploration: Investigate | Status: None | Hero Points: 2

Iksha bites nervously on her lower lip as Eleanor winds the key. It's impolite to argue with one's elders. Besides, if it was rigged to explode they would have found some indication of a trap. Probably.

She heaves another sigh of relief when the head starts spouting poetry instead of exploding. The stuttering initially makes it hard to make out the cadence, but when she mentally replays the words they fit together. "An epic poem written in couplets; a traditionally Thuvian style of poetry. I recently read a collection of Valls' works that had a similar meter and rhyming scheme." She turns the head over one more time to study the intricate clockwork. "It's unfortunate this wasn't able to deliver the whole poem, but given how roughly it was removed from whatever body it came from I suppose we're lucky it spoke at all. Perhaps Vinn Gharban will be able to fix it and recover the rest?"

Arcana (T): 1d20 + 10 ⇒ (7) + 10 = 17
Poetry Lore (T): 1d20 + 10 ⇒ (19) + 10 = 29
Engineering Lore (T): 1d20 + 10 ⇒ (14) + 10 = 24


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Tahar nods at Iksha and Zephrena. Agreed. I'm familiar with Valls and have backed some of his projects. This sounds like his work… but he's not an expert in clockwork engineering. Far from it.

Don't forget, I have helped Valls as well. Zirdi chimes in. Perhaps more… Tahar pointedly ignores the last part.

Iksha, meanwhile, is close to unlocking more secrets from the head but ultimately can't quite figure things out.

Zephrena brings Vinn to the group. The headmaster of the clockwork school examines the head closely, getting out magnifying glasses, calipers and other tools from his kit. Auto crits the check Remarkable! Absolutely intriguing! He taps the metal engravings on the cranium. Observe these, there are subtle music symbols etched on the aluminum designs. I think the creator was not just poetic but had a musical touch. And mechanical genius. A true trifecta of talent. Look here at the musical notations, the bars inscribed int he metal and the notes, they act like circuits on a board, making use of parallel dual-direction encoding systems with multiple attention points. Could it be that the patterns are intertwined with some mystical melody? What an innovative method. You mentioned it speaks in verse? Perhaps its creator used epic poetry as a language reference. You know, whoever made this combined advanced mathematical theories and craftsmanship, musical genius, and poetic form. What an incredible achievement. He shakes head sadly and gently puts the head on the table. It is a tragedy this wonderful creation has been treated so… viciously. Who would do such an awful thing?

Zridi rolls her eyes. Enough embellishment , professor. What's the POINT?

Ahh. I suspect there's more data hidden inside. Much more. Perhaps even an intelligence. Special tools or maybe a secret phrases will be be needed to unlock it. Any other attempts could harm the mechanism irreparably. That's my take for now. I'm tempted to study this thing in my lab, but honestly I don't want anything to do with something associated with Usij. It would place the shaky reputation of the clockwork academy at risk. Sorry.


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NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

"Thuvian style of poetry, right, right. I knew that something familiar was about that poem."

Barker looks at the notes that Vinn pointed out and he tries to play them on his mandolin, hoping that maybe it will unlock whatever there is in the head...

Would it work?


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Interesting idea!

Barker plays the music nothing happens. Perhaps there's a faint hum of sympathetic magic deep in the nest of cogs, but then again maybe it's just his imagination.

It will take time, I think. sas Vinn. And special tools. You should keep en eye out for them. You may find ways to unlock the head through the course of this module

Mysteries abound, says Tahar. But I am very concerned about Valls. Sending a severed head is a threat, and I fear the worst.

You seem to be capable people who understand art. Would you be willing to visit Vall's home and ensure he is safe? I'll give you 40 gold right now if you're willing to leave first thing, and another 40 if you return with news of Valls and his whereabouts.

And take the head with you!


Female Investigator 4 | Perc +8 (Darkvision 60ft) | Speed: 25ft' | HP: 28/44 | AC: 21 (22 with Raise a Shield) | Fort: +7 Ref: +11 Will: +8 |Versatile Vials: 3/5 | Exploration: Investigate | Status: None | Hero Points: 2

"You think the message was meant for Valls?" Iksha is confused by this turn of events. "Wouldn't they have sent the head to him if that were the case? Not that I have any objection to checking on him," (which is an understatement, the prospect of actually meeting such a famous poet has Iksha positively quivering in delight), "I'm just not certain I understand. Have there been other threats sent his way recently?"


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Tahar shakes head. No, that's not quite right. This threat was meant for me, Valls' supporter and longtime patron. Clearly Valls was working on some project associated with this mechanical head, and clearly someone associated with Usij cultists violently destroyed his project. Perhaps that is what "Amity" is, the title of a project? All I know is that whoever did this act of violence was close to Valls, and they may have hurt him. Hopefully this makes sense.


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

"If Valls is in danger we should check on his well-being." Eleanors bones creak and pop as she walks towards the door. "Get the authorities involved while we are out."


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

The gnome champion seems excited at the chance to go to Vall’s house. She isnt overly familiar with the guy but she it should be interesting.


Female Investigator 4 | Perc +8 (Darkvision 60ft) | Speed: 25ft' | HP: 28/44 | AC: 21 (22 with Raise a Shield) | Fort: +7 Ref: +11 Will: +8 |Versatile Vials: 3/5 | Exploration: Investigate | Status: None | Hero Points: 2

"Oh, so you think it wasn't just a similar style, but that Valls actually wrote this particular poem? That makes sense now." Iksha jumps to her feet. "Then yes, we should hurry. Please be careful while we're gone, both of you. The cultists could always come back."

She's a little surprised that Eleanor wants to go as well given her stated desire for a nap. Perhaps, much like Iksha herself, she finds it difficult to sleep when there's a mystery to solve? Regardless the wisdom of an elder is always welcome.


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NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Barker smiles broadly showing most of his sharp teeth "Oh, I was hoping that one day Valls would invite me to share some poetry tricks. This is not exactly what I had in mind, but yes, let us save Valls. I can already hear the melody that I will use for the song describing that" he plays a rhythm on the box of the mandolin humming a tune.

He eyes the others wondering what a weird mix they were ... also how this situation reminds him various stories and book that he read. Group of strangers meet in the bar and launch on an adventure to save the world.

"Let's save the world!"


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor shakes her head. "No...no saving the world. We are checking in on Valls to see if he is still alive or needs a Medic. Then we are going to bed. Let the authorities deal with it all." Though deep down inside she knows she will likely be drug into something.


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --
Eleanor Sage wrote:

Eleanor shakes her head. "No...no saving the world. We are checking in on Valls to see if he is still alive or needs a Medic. Then we are going to bed. Let the authorities deal with it all." Though deep down inside she knows she will likely be drug into something.

"Yes, correct. When I joined the pirates, ever and anon (pun intended) they would shanghai new sailors in taverns. You see when I joined the Drunken Daisy, they roped couple of sailors, one of which had terrible case of smallpox. After two days of entering the sea half of the crew was as sick as a dogs!"


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Secret gather info checks:
Eleanor's Diplomacy (T): 1d20 + 10 ⇒ (4) + 10 = 14
Iksha's Diplomacy (U): 1d20 + 0 ⇒ (4) + 0 = 4
Barker's Diplomacy (E): 1d20 + 12 ⇒ (10) + 12 = 22
Zephrena's Diplomacy (T): 1d20 + 8 ⇒ (3) + 8 = 11
4d20 ⇒ (10, 7, 14, 20) = 51

Zridi argues with Tahar that this is a waste of tie; she has friends she can send there who are better equipped than you but Tahar insists. The mercurial patroness of the arts eventually leaves in a fury.

Tahar seems used to it. He just shrugs. He passes you the 40 gold. Now, I know Valls lives about a day's journey West of the city by camel, but I am not sure where, exactly. You'll have to track that down for yourselves.

The next morning as you make preparations to leave you gather information. Also shop if you want!

Everyone but Barker barks up the wrong tree, but the gnoll finds accurate directions to the poet's isolated home. It seems that despite his fame—or because of it—Valls sought a place to live far from the more populated areas of Thuvia. Looks like a road trip… plenty of time to get to know one another. Lucky you!

______

The first few miles west of Lamasara are green, lush, and covered with crops. The farmland ends abruptly, however, and soon after, the land becomes rocky and dry. A few scattered palm trees grow in patches to either side of the road leading west, a sign that water exists but is far less abundant. Over the course of several more miles the road winds through low, hard-packed hills. To the north and south stretches a long expanse of sand. The occasional house is visible from the road, usually tucked behind a hill or dug into the ground.

After a few hours, the road forks ahead; the rocky terrain there prevents too much sand from blowing onto the path. Two broken-down caravan carts lay in the center of the crossroads, blocking the way.

Barker, Ishka, and Eleanor spot someone moving behind one of the caravans, but from where you are the sand is still swirling in the wind, and it's difficult to make out much more.

Map updated. Let me know what you do.


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

As they travel through the sand, Barker is wearing a stylish turban and a piece of clothing to cover his face from the sand.

"I am no hunter, but there seems to be someone behind the carts. Do anyone wants to sneak? Or should I yell and ask?"


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10
Barker_ wrote:

As they travel through the sand, Barker is wearing a stylish turban and a piece of clothing to cover his face from the sand.

"I am no hunter, but there seems to be someone behind the carts. Do anyone wants to sneak? Or should I yell and ask?"

Im not much for sneaking. I think you should just call out.

The gnome does ready her heart shaped shield.


Female Investigator 4 | Perc +8 (Darkvision 60ft) | Speed: 25ft' | HP: 28/44 | AC: 21 (22 with Raise a Shield) | Fort: +7 Ref: +11 Will: +8 |Versatile Vials: 3/5 | Exploration: Investigate | Status: None | Hero Points: 2

Iksha makes certain her bow is ready. "Broken down carts in the middle of a crossroads are almost certainly meant to be an ambush." She frowns, puzzled. "Although it's so obvious that you'd think bandits would stop using the tactic. What's the point when everyone recognizes it?"

"Anyway, if you don't mind I'd like to see if I can climb up one of those hills before you start calling out. On the off chance they haven't seen us yet the high ground would be a tactical advantage."

If the hills look climbable Iksha would like to Avoid Notice while attempting to climb whichever one looks easier.

Stealth: 1d20 + 9 ⇒ (11) + 9 = 20

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

"You don't stop using a tactic that works. What else can a caravan do, other than waste time going around?" Rhys moves to follow behind Iksha, thinking the high ground is a much better place to be as well.

Stealth: 1d20 + 9 ⇒ (15) + 9 = 24


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

For the sake of our collective sanity and to keep things moving, I will move us up a bit closer. Carts and rubble slopes difficult terrain, and you can can take Cover as an action in the rubble or behind a cart or scrub.

Two masked men step leap up in the carts when barker calls out. Just liek Iksha said they would. "Water Lord Almeth demands a toll for his crossroads. Leave your valuables on the ground, and we'll let you pass. You can even keep your water—we are not cruel." They hold slings, and scimitars at their sides.

They have not noticed Iksha or Rhys. Then again, likely you haven't noticed all of them yet, either.

Map updated, with some NPC art. Right now Zephrina is Defending, Rhys and Iksha are Avoiding Notice and will use those stealth checks for initiative if we roll with a +2 circ. bonus for cover. Others are Searching.


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --
Masked men wrote:
Water Lord Almeth demands a toll for his crossroads. Leave your valuables on the ground, and we'll let you pass. You can even keep your water—we are not cruel.

"I shall leave a valuable in the air, for you to benefit. Here it comes" he clears his throat and says

"Turn around from your current path, and do some honest work!"

He yells to them.

He looks around trying to see if there are no friends of theirs on their flanks

A wink to Iksha, as soon as we saw traces of folks behind the carts, I think it would be a good idea to set them as one of your leads. Effectively for free action: Strategem for the fight ;)


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor rests a hand on Holly's vine to get her to stop her stride as well. She glowers at the man. "You would rob an old woman? Where are your manners..." She tosses her earrings and jewelry to the sandy floor.

Cast Thundering Dominance. (Holly)


Female Investigator 4 | Perc +8 (Darkvision 60ft) | Speed: 25ft' | HP: 28/44 | AC: 21 (22 with Raise a Shield) | Fort: +7 Ref: +11 Will: +8 |Versatile Vials: 3/5 | Exploration: Investigate | Status: None | Hero Points: 2

Iksha creeps forward slowly, making sure to stay behind cover as she listens to the exchange taking place. Water Lord Almeth, huh? I wonder if he actually exists. She waits, not willing to be the one to take the first shot, and thinks through how the fight might go. The one talking is most likely the leader. If we take him out first the rest might scatter.

Pursuing a Lead against the talking bandit.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

GM Screen:
Eleanor's Initiative Using Searching: 1d20 + 11 ⇒ (10) + 11 = 21
Barker's Initiative Using Search: 1d20 + 8 ⇒ (1) + 8 = 9
Zephrena's Initiative Using Defense: 1d20 + 6 ⇒ (4) + 6 = 10

2d20 ⇒ (1, 15) = 16
Stealthing PCs and NPCs use theor rolls.

As Eleanor magically infuses her plant friend (can plants scream?) with intimidating energy, the bandts take an attack posture. You all have weapons drawn if you wish.

We'll do it the hard way!

Two men step across on the ridge to your left. The first one to act whirls a rock at holly!

Sling vs Holly, FF: 1d20 + 9 ⇒ (11) + 9 = 20
B: 1d6 + 3 ⇒ (6) + 3 = 9

The rock bruises Holly; Eleanor too gets a little black and blue.

He then drops it and draws a scimitar, and tries to stealth closer:

GM Screen:
Stealth roll: 1d20 ⇒ 1

But stumbles on a rock.

The other one does the same, but targets Zephrina:

Sling vs Zeph, FF: 1d20 + 9 ⇒ (3) + 9 = 12

The stone whizzes overhead. He curses, drops the sling, and trips

He then drops it and draws a scimitar, and tries to stealth closer:

GM Screen:
Stealth roll: 1d20 ⇒ 2

He too stumbles on a rock. You'd think desert nomads could sneak around without tripping.

☀☀☀
"Surprise" Ambush Round 1

Party Conditions: Dirge around Wisps
Battlemap

──────────
BOLD IS UP!:
──────────
Bandit 4 (-0 HP) │ Scimitar drawn
Bandit 3 (-0 HP) │ Scimitar drawn
➤ Rhys (58/58 HP) │ Unnoticed
➤ Iksha (44/44 HP) │ Unnoticed
Bandit 2 (-0 HP) │ Sling loaded
Eleanor (47/56 HP)
⠀⠀Holly (47/56 HP) │ Thunderingly Dominant
Zephrena (58/58 HP) │ Shield up
Barker (48/48 HP)
Bandit 1 (-0 HP) │ Iksha's lead, Sling loaded


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Female Investigator 4 | Perc +8 (Darkvision 60ft) | Speed: 25ft' | HP: 28/44 | AC: 21 (22 with Raise a Shield) | Fort: +7 Ref: +11 Will: +8 |Versatile Vials: 3/5 | Exploration: Investigate | Status: None | Hero Points: 2

Iksha raises her head and peers over the rubble at the first bandit. As she prepares to strike she realizes at the last second the angle is wrong. No, she should choose a different target. The other bandit is slightly closer...

The angle on this one isn't much better but now she's committed. As she gives up the advantage of cover she shouts in Shisk, "Izigelekeqe ziyafa!"

Shisk:
"Bandits die!"

Seeing both Holly and Eleanor with bruises she then does something she never thought she'd do. Weave a heroic tale about a plant. "The great Hippomane Macinella, strongest of her kind, thrashes her many tendrils in anger as she sees her mistress hurt. The villain who did this would pay, she thought, oh yes he would pay..."

Devise A Stratagem vs Bandit 1: 1d20 ⇒ 5
+1 Striking Shortbow vs Bandit 2: 1d20 + 10 ⇒ (8) + 10 = 18
Piercing: 2d6 ⇒ (3, 2) = 5
Deadly: 1d10 ⇒ 1
◆ Demoralize: 18 vs Bandit 2's Will DC
◆ Spin Tale: Holly gains a +1 status bonus to attack rolls and saving throws against Bandit 3

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

Following Iksha's lead, Rhys summons the flow from his patron, forcing two crackling lines of lightning at the bandit across the way from him.

Channel Energy Blast, 1 Action, Bandit 3: 1d20 + 9 ⇒ (15) + 9 = 24
Electricity Damage: 1d6 ⇒ 5
Elemental Blast, 2 Action, MAP, Bandit 3: 1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 16
Electricity Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Shaking off the tingle of the blast, he then ducks down to avoid any retaliating sling stones.

Taking Cover for the third action, going to see how the field evolves. Scratch that, had to reread the kinetic gate and get it right. So adding a 1 action blast.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Iksha considers carefully before striking; her arrow strikes thanks to her being hidden. Target flat footed

Rhys blasts Bandit 3, surprising the man with arcs of plasma! His follow-through blast singes some nearby rocks.

Bandit 2 shouts. Over there!

He flings a rock at the investigator—

Sling: 1d20 + 9 ⇒ (13) + 9 = 22
B: 1d6 + 3 ⇒ (6) + 3 = 9

—leaving a bruise. He then drops the slingm draws a scimitar, and leaps down off the cart.

☀☀☀
"Surprise" Ambush Round 1

Party Conditions: Dirge around Wisps
Battlemap

──────────
BOLD IS UP!:
──────────
Bandit 4 (-0 HP) │ Scimitar drawn
Bandit 3 (-5 HP) │ Scimitar drawn
Rhys (58/58 HP) │ Unnoticed
Iksha (35/44 HP) │ Unnoticed
Bandit 2 (-0 HP) │ Scimitar drawn
➤ Eleanor (47/56 HP)
⠀⠀➤ Holly (47/56 HP) │ Thunderingly Dominant
➤ Zephrena (58/58 HP) │ Shield up
➤ Barker (48/48 HP)
Bandit 1 (-5 HP) │ Iksha's lead, Sling loaded


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NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Barker plays a qucik tune on his mandolin, "With haste! Let's close the distance and crush them into the ground!"

Casting Tripple time gives everyone in 60ft emanation +10 to speed.

Barker looks at one of the bandits and points his furry paw at it and then punches himself in the chest

"Lets have you then
I am Barker, I'm the boss here
I'm the ender of man!"

Intimidate@Bandit 3: 1d20 + 10 ⇒ (13) + 10 = 23

Play Tripple time, move, demoralize


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

Round 1
With the bard’s music, the gnome gets her feet moving. She is saddened and upset that these bandits would harm her comrades. The time for action is now. Shield up, she is closing distance quickly with Bandit2. She gives him her best intimidating glare peering over the top of her shield. She stops 10’ away and lets loose with her flickmace. Bright steel ball popping out at the bandit.

*Move
* Demoralize
* Attack!

Intimidate 1d20 + 10 ⇒ (2) + 10 = 12

Attack 1d20 + 10 ⇒ (13) + 10 = 23
Flickmace 2d8 + 3 ⇒ (1, 6) + 3 = 10B


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor releases Holly as the plant quickly crosses the area, small long vines dig deep into the soil propelling the plant forward.

Holly skids to a halt as dozens of vines rip free from the dirt and whirl about the air, cracking and making small subsonic booms around the bandits ears. Thundering Roar and plants can indeed scream.

Tendril Strike vs #3: 1d20 + 11 ⇒ (12) + 11 = 23
Damage (Sonic): 2d8 + 4 ⇒ (3, 2) + 4 = 9

Thundering Roar Sonic Damage: 4d8 ⇒ (8, 7, 1, 5) = 21 DC 20 Basic Will. Failure is also Frightened 1

◆ Act as One (Reinforce Eidolon +1 AC/Saves, Resist all damage 1)
◆ Act as One (Holly Stride)
◆ Holly Strike
◆ Holly Thundering Roar

Status:

HP 47/56
AC 17
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 1st 2/2 | 2nd 1/2

Holly
HP 47/56
AC 20 (21 w/ Reinforce Eidolon)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Barker's verse shakes the bandit's confidence/ Success

Zephrina fals to scare her opponent, but the flickmace dos some talking too and leaves a bruise.

Eleanor charges Holly, who lashes at their target with sonic-infused energy and then screams.

Forts #3 (f1), 4: 2d20 ⇒ (3, 15) = 18

Blood ours out of Bandit 3's eyes and ears as he falls! Crit fail Bandit 2 wobbles a bit but fights through it Success

______

The last acts. He whirls a stone at the eidolon!

Sling: 1d20 + 9 ⇒ (2) + 9 = 11

The rock sails harmlessly through Holly's branches.

He draws his scimitar and moves forward… not quite enough to provide his ally a flank.

Bandit 4 looks worried. He slaches at Holly twice, using the scimitar like a machete:

Chop Wood: 1d20 + 9 ⇒ (16) + 9 = 25
S: 1d6 + 3 ⇒ (1) + 3 = 4

Chop Wood: 1d20 - 5 ⇒ (8) - 5 = 3

Then he backs away through the rubble.

A small piece of wood flies. And a small piece of Eleanor too.

☀☀☀
"Surprise" Ambush Round 2

Party Conditions: Triple time
Battlemap

──────────
BOLD IS UP!:
──────────
Bandit 4 (-10 HP) │ Scimitar drawn
➤ Rhys (58/58 HP)
➤ Iksha (35/44 HP)
Bandit 2 (-10 HP) │ Scimitar drawn
Eleanor (43/56 HP)
⠀⠀Holly (43/56 HP) │ Thunderingly Dominant, Reinforced
Zephrena (58/58 HP) │ Shield up
Barker (48/48 HP)
Bandit 1 (-5 HP) │ Iksha's lead, Sling loaded


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

End of Round 1

Reaction to Bandit who tries to machete Holly.

Glimpse of Remption

1. Bandit may choose to stop attack from happening
Or
2. Bandit still attacks but Holly gains resistence 6 to damage and Bandit is Enfeebled2 till end of turn.


Female Investigator 4 | Perc +8 (Darkvision 60ft) | Speed: 25ft' | HP: 28/44 | AC: 21 (22 with Raise a Shield) | Fort: +7 Ref: +11 Will: +8 |Versatile Vials: 3/5 | Exploration: Investigate | Status: None | Hero Points: 2

Iksha glares at the bandit who flung a rock at her, rubbing her forehead. The angle is now much better for attacking the talker, but she can get a little revenge first. As she fires twice at the two different bandits her voice rises to be heard above the wind. "With a deafening scream the Hippomane Macinella did triumph over her foe!" Which, while a good thing, does end her tale a little earlier than she had expected. She ducks back behind the rocks while she considers her options.

Devise A Stratagem vs Bandit 1: 1d20 ⇒ 18
+1 Striking Shortbow vs Bandit 2: 1d20 + 10 ⇒ (16) + 10 = 26
Piercing: 2d6 ⇒ (2, 5) = 7
Deadly: 1d10 ⇒ 3
+1 Striking Shortbow, DAS, MAP vs Bandit 1: 18 + 11 - 5 = 24
Piercing: 2d6 ⇒ (5, 5) = 10
Precision Damage: 1d6 ⇒ 2
Deadly: 1d10 ⇒ 3
◆ Take Cover (+2 AC)

Status:
HP: 35/44
AC: 23
Saves: Fort: +7 Ref: +11 Will: +8
Versatile Vials: 5/5
Conditions: None

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

Clambering past Iksha, Rhys summons another blast of lightning at the closest bandit.

Elemental Blast, 2 Action, Bandit 2: 1d20 + 9 ⇒ (8) + 9 = 17
Electricity Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Trying to line up a Lightning Dash on the two, not sure if the distances are going to work out.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

We'll see how they line up next round

Iksha talks some trash while dropping two arrows into her targets! Why's bolt of superheated plasma flies wide.

Bandit 2 clambers through the rubble at Iksha…

Scimitar: 1d20 + 9 ⇒ (9) + 9 = 18
More Scimitar: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 14

Failing so badly the champion doesn't even need to react.

☀☀☀
"Surprise" Ambush Round 2

Party Conditions: Triple time
Battlemap

──────────
BOLD IS UP!:
──────────
Bandit 4 (-10 HP) │ Scimitar drawn
Rhys (58/58 HP)
Iksha (35/44 HP)
Bandit 2 (-17 HP) │ Scimitar drawn
➤ Eleanor (43/56 HP)
⠀⠀➤ Holly (43/56 HP) │ Thunderingly Dominant, Reinforced
➤ Zephrena (58/58 HP) │ Shield up
➤ Barker (48/48 HP)
Bandit 1 (-15 HP) │ Iksha's lead, Sling loaded


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor gains bruise after bruise, not that it matters much as her skin bruises easily these days. Holly's long vine reaches out sweeping into one of the bandits.

Eleanor rubs her slippers across the sand and sends a small jolt into another of the bandits. "This old woman will not go down easily."

Tendril Strike vs #1: 1d20 + 11 ⇒ (14) + 11 = 25
Damage (Sonic): 2d8 + 4 ⇒ (6, 5) + 4 = 15

Electric Arc vs #4: 2d4 + 4 ⇒ (3, 1) + 4 = 8 DC 20 Reflex

◆ Act as One (Reinforce Eidolon +1 AC/Saves, Resist all damage 1)
◆ Act as One (Holly Tendril Strike)
◆◆ Electric Arc

Status:

HP 43/56
AC 17
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 1st 2/2 | 2nd 1/2

Holly
HP 43/56
AC 20 (21 w/ Reinforce Eidolon)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

ref: 1d20 ⇒ 10 fail

Holly slaps and eleanor zots. But the targets are still up. +2 precision vs 1 added here

☀☀☀
"Surprise" Ambush Round 2

Party Conditions: Triple time
Battlemap

──────────
BOLD IS UP!:
──────────
Bandit 4 (-18 HP) │ Scimitar drawn
Rhys (58/58 HP)
Iksha (35/44 HP)
Bandit 2 (-17 HP) │ Scimitar drawn
Eleanor (43/56 HP)
⠀⠀Holly (43/56 HP) │ Thunderingly Dominant, Reinforced
➤ Zephrena (58/58 HP) │ Shield up
➤ Barker (48/48 HP)
Bandit 1 (-32 HP) │ Iksha's lead, Sling loaded


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Barker reaches to his pocket and finds the special object: Pick of Destiny! He gets a hold of it and Barker begins to play on his mandolin, his paws move up and down the fretboard as his other hand is shreding through the strings. The music is aggressive and energetic encouraging violance of all sorts!

Inspire courage!

Then he introduce lower sounds to his music, and as he plays the rocks begin to tremble and one large stone flies towards one of the bandits

Telekinetic projectile@Bandit 3, ic: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Damage, b: 2d6 + 4 + 1 ⇒ (1, 5) + 4 + 1 = 11


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

Round 2
Zephrena is moved by Barker’s music. Her feet shuffle and her hips sway. She dances 5’/one square over and into flanking position w/ Rhys. She gives the bandit a nasty glare and gets her flickmace swinging once and looping around to shoot out in attack.

* (dance)Move
* Intimidating Glare
* Attack

Intimidate 1d20 + 10 ⇒ (19) + 10 = 29

Melee Attack1 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Flickmace 2d8 + 3 + 1 ⇒ (8, 2) + 3 + 1 = 14


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Zephrena knocks her target out.

Bandit 1 turns tail and runs down one of the paths. Tiple move

Bandit 4 starts to cry and drops his weapons. This isn't woirth it!

Continue fighting or accept surrender?


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Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor walks up to the man and kicks his weapon away. She points a frail looking finger in his face as she calls Holly off. "You should be ashamed of yourself. Oh, young man, what were you thinking? Running around like that could get you hurt, all over a little gold! Do you youngsters have nothing better to do than terrorize innocent people?"

"You want something valuable? Well, let me give you a lesson in value. The real treasures are the stories, the memories, the laughter shared with loved ones. Not trinkets or coins." She plucks a berry off of Holly and hands it to the bandit. "Now then, you look hungry. Let' eat a meal." She holds out the ripe looking berry to the bandit.


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Barker lets the music to fade slowly as he moves towards the fallen bandit

"I will check if this one is alive" he says, as he checks for any signs of life, if so he stabilize them

"So who is Water Lord Almeth? in the first place"


Female Investigator 4 | Perc +8 (Darkvision 60ft) | Speed: 25ft' | HP: 28/44 | AC: 21 (22 with Raise a Shield) | Fort: +7 Ref: +11 Will: +8 |Versatile Vials: 3/5 | Exploration: Investigate | Status: None | Hero Points: 2

Iksha watches the first bandit run away, memorizing his appearance. She considers firing another arrow at him but decides it's unnecessary. If they want to track him down they can just follow the blood trail later.

Climbing down the small hill she searches for recoverable arrows while Eleanor lectures the bandit. She almost feels sorry for him. "This is why bandits shouldn't use the 'carts blocking the road' tactic. Sure it makes people stop, but it also puts them on their guard. If you hadn't blocked the road we would have kept going, none the wiser, and you could have pounced before any of us drew our weapons." Although hopefully this will be the end of his bandit career and he'll never have the chance to take that advice.


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10
Eleanor Sage wrote:

Eleanor walks up to the man and kicks his weapon away. She points a frail looking finger in his face as she calls Holly off. "You should be ashamed of yourself. Oh, young man, what were you thinking? Running around like that could get you hurt, all over a little gold! Do you youngsters have nothing better to do than terrorize innocent people?"

"You want something valuable? Well, let me give you a lesson in value. The real treasures are the stories, the memories, the laughter shared with loved ones. Not trinkets or coins." She plucks a berry off of Holly and hands it to the bandit. "Now then, you look hungry. Let' eat a meal." She holds out the ripe looking berry to the bandit.

The Champion of Shelyn looks on approvingly of Eleanors admonishment of the bandit.

She had her own “Go forth and sin no more…” speech ready but a talking to from an Elder should work even better in Zephrena’s eyes.

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