Pathfinder 1E Leif's Whirtlestaff's Wizards' Academy, Reprise [Pfdr] [IC 04]

The Vault of Larin Karr

Manny, lance couched, proceeds apace down the hallway ahead of the others, to the audible consternation of Capizzio, and the admiration of Kerlan. When he reaches the bend in the passageway, an audible 'click, whirr, whoosh' sound is heard, and Manny will please give me a Ref save (DC 20) to avoid the large stone block falling from the ceiling. If the save is failed, Manny takes 20d6 crushing damage, DC 20 Ref save avoids completely (20d6=84) [Also roll 1d6 to determine the direction in which our Brownie dodges -- 1-2 ahead, the block falls between Manny and the rest of the party, 3-6 back, Manny stays with the group. Of course, if he doesn't make the DC 20 save the d6 roll will just tell us which portion of the stone block has the greasy spot.]
 

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Manny and his trusty Eidolon ride forward, looking for Drow at which to tilt. As the Brownie rides closer to the bend, the others see him look up. His already overlarge eyes widen in surprise and he shifts his weight backward in a vain attempt to shift Relós' momentum. Unfortunately, Relós has a mind of his own and tries to jump forward instead. The confusion is enough to prevent the pair from getting out from under, and the huge stone block crashes down from the ceiling directly atop the brave little brownie and his stalwart companion. Silence slowly fills the dungeon corridor as the last rumbles from the falling stone fade.

Manny Reflex Save (1d20+8=18) (Dang! Almost made it!) :angel:
Relós Reflex Save (1d20+9=11) (Not even close!) :angel:
Manny Dodge Direction (1d6=3) (Tried to go back)
Relós Dodge Direction (1d6=1) (Tried to go forward)

[sblock=OOC]Great game, Leif! Thanks for indulging me in my wish to play (another) oddball character :D.

Not that I think you'd be inclined - you're too good a GM - but don't use any deus ex machina for a rescue. He really was an oddball and didn't fit with this crew very well anyway ;). I'd thought Summoners could be played as a different sort of Wizard - not sure why I thought that, looking back.
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[sblock=Stat Block]
Mánunuksó Maliit
Male Brownie Summoner 5
NG Tiny Fey
Init +7; Senses Bond Senses (5 rounds/day), Low-Light Vision; Perception +15
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Defense
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AC 20, touch 16, flat-footed 16 (+4 armor, +3 Dex, +2 size, +2 dodge) AC is +2 when w/in reach of Relós)
hp 53/64 (5d8+1d6+18)
Fort +5, Ref +7, Will +9
Defensive Abilities Shield Ally (+2 AC/Saves); DR 5/cold iron; Resist Shield Ally (+2 AC/Saves); SR 12
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Offense
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Speed 40 ft.
Melee +3 Longspear +7/+7 (1d4+1/x3) and
. . Cestus +9/+9 (1d2-2/19-20/x2)
Ranged Crossbow, Heavy +9/+9 (1d6/19-20/x2)
Space 2.5 ft.; Reach 0 ft.
Spell-Like Abilities Confusion, Lesser (1/day), Dancing Lights (At will), Dimension Door (self only) (1/day), Mending (At will), Mirror Image (1/day), Prestidigitation (At will), Summon Monster III (10/day), Ventriloquism (1/day)
Summoner Spells Known (CL 5, +9 melee touch, +9 ranged touch):
2 (4/day) Haste (DC 19), Summon Swarm, Evolution Surge, Lesser (DC 19)
1 (6/day) Expeditious Retreat, Mage Armor (DC 18), Grease (DC 18), Daze Monster (DC 18), Rejuvenate Eidolon, Lesser, Unfetter (DC 18)
0 (at will) Resistance (DC 17), Acid Splash, Read Magic, Detect Magic, Guidance, Light
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Statistics
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Str 7, Dex 17, Con 16, Int 20, Wis 16, Cha 22/24
Base Atk +3; CMB +4; CMD 14
Feats Dodge, Expanded Arcana (Summoner), Improved Initiative, Precise Strike, Taunt, Weapon Finesse
Traits Focused Mind, Resilient
Skills Acrobatics +10, Bluff +16, Climb +2, Craft ( Weapons) +7, Diplomacy +11, Escape Artist +12, Fly +11, Handle Animal +12, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Knowledge (The Underdark) +11, Linguistics +12, Perception +15, Ride +12, Sense Motive +8, Spellcraft +10, Stealth +15, Swim +2, Use Magic Device +11 Modifiers +4 Stealth in forest, Acrobatics (Jump) +4
Languages Common, Draconic, Drow Sign Language, Dwarven, Elven, Gnome, Halfling, Orc, Sylvan, Terran, Undercommon
SQ Brownie Save Modifiers, Eidolon Link, Life Link, Ring of Feather Falling, Share Spells with Eidolon
Combat Gear +3 Longspear, Bolts, Crossbow (20), Cestus, Crossbow, Heavy; Other Gear Arcanist's Gloves (2/day), Bedroll, Eyes of the Eagle, Flint and steel, Grappling hook, Hammock, Handy Haversack (39 @ 32 lbs), Ink (1 oz. vial, black) (3), Inkpen, Ioun Stone, Pink and Green Sphere, Rations, trail (per day) (10), Ring of Feather Falling, Rope, silk (50 ft.) (2), Scroll of Floating Disk, Shield, Summon Monster I, Comprehend Languages, Endure Elements, Unseen Ser, Smokestick (2), Soap, Bar (50 uses), Tanglefoot bag (2), Thunderstone (2), Tindertwig (10), Waterskin (2)
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Special Abilities
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+4 Stealth in forest (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Acrobatics (Jump) +4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Bond Senses (5 rounds/day) (Ex) Share your Eidolon's senses.
Brownie Save Modifiers +2 vs. illusions
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Focused Mind +2 to Concentration checks
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Ring of Feather Falling This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.

Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Spell Resistance (12) You have Spell Resistance.
Summon Monster III (10/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.
Taunt You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.
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Shortly after the founding of Whirtlestaff's Wizard's Academy, a family of Brownies moved in and took responsibility for keeping the place up. Since that time, they've been quietly going about their assumed duties and makinglife easier for the students and instructors - and newcomers to the Academy are carefully instructed to ignore the Brownies comings and goings in order to keep the fey around. Manny is the youngest child in the (now large) family. He never really fit with the others' notions of proper behavior, being far too outgoing and, well, noticeable. His relatives look on his ability to mix with the big folk with a mixture of pride and embarrassment.

Eventually, Manny decided to move on out and try to make a place for himself in the larger world of the Academy. He petitioned the Deans for admittance to the Academy, and became the famed school's first Brownie pupil. Determined to live up to the great honor done him, the relatively young sprite threw himself into his studies, and excelled in his academics. However, he also has quite a wide mischievious streak, and while his constant stream of practical jokes keeps his fellow students entertained it also backfires frequently and lands him in hot water.

Manny is small even for a Brownie. He dresses simply but well and carries himself with confidence. His blue eyes sparkle with humor, and he tends to see humor and opportunities for merriment in most any situation.


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Relós
Male Quadruped
NG Small Outsider
Init +4; Senses Darkvision; Perception +7
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Defense
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AC 27, touch 17, flat-footed 21 (+4 armor, +4 Dex, +1 size, +6 natural, +2 dodge)
hp 44 (+4)
Fort +5, Ref +9, Will +1
Defensive Abilities Evasion
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Offense
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Speed 70 ft.
Melee Bite (Bite) +9 (1d4+3/x2) and
. . Claw x2 (Claws) +9 x2 (1d3+3/x2) and
. . Rake x2 (Rake) +9 x2 (1d3+3/x2)
Special Attacks Energy Attacks (Cold)
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Statistics
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Str 12/16, Dex 18, Con 13, Int 8, Wis 10, Cha 11
Base Atk +4; CMB +6; CMD 22 (26 vs. Trip)
Feats Dodge, Precise Strike
Skills Acrobatics +8, Bluff +7, Fly +6, Perception +7, Sense Motive +7, Stealth +15
Languages Common
SQ Magic Attacks

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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Attacks (Cold) (Ex) Your natural attacks deal 1d6 additional energy damage.
Evasion (Ex) No damage on successful reflex save.
Magic Attacks (Ex) Your natural attacks are magic.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Lone Wolf Development
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"uh .. .. ..":-S the following silence is so loud it echoes in the short hall
 
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[sblock]Is any of Manny sticking out? Even a tiny bit? I ask because Tylara could summon a lantern archon which could then teleport itself and Manny away from the block. In fact if it can reach Relos and Relos is still in contact with Manny we could still do it given the small size. Won't bring him back, but it could get him out from under the block.[/sblock]
 

[sblock=Mowgs]
Great game, Leif! Thanks for indulging me in my wish to play (another) oddball character :D. Not that I think you'd be inclined - you're too good a GM - but don't use any deus ex machina for a rescue. He really was an oddball and didn't fit with this crew very well anyway ;). I'd thought Summoners could be played as a different sort of Wizard - not sure why I thought that, looking back.
Thank you, sir, and you're very welcome. I read the posts multiple times over what seemed like several days, expecting you to make an edit based on DeWar's/Cappy's warning about traps. And for what it's worth, I still think the Summoner class is a good fit with the wizards. If Summoning isn't wizardry then what the heck is it? We're so near the end of the adventure that it would be pointless to insert a replacement for Manny now, even if there was a way to get him with the others. But if the game continues past this adventure, you'll certainly be welcome to continue with us using a replacement character to be named/determined later.[/sblock]

Tylara sees about five inches of Relós' tail sticking out from beneath the edge of the huge stone block that now fills all of the corridor but about a two inch space on all sides of it, except the bottom, of course. The tail quivers for a moment and then is still. All of Manny is [thankfully] obscured by the stone.

GM: The rolled dodge directions are overridden by GM fiat because it doesn't really matter in game terms and this way has superior story potential.
 
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[sblock=OOC/Leif]I'd actually thought about the possibility of traps before he went in, but my vision of Manny - which I've admittedly not always played - was that he pictured himself a bigger and badder than he actually was. He died saving his friends from a deadly trap - both he and I are satisfied ;).

I'll keep following the thread - if the game continues beyond this adventure, I'd be happy to come up with another character and jump back in!

Y'all have fun, and feel free to milk the Demise of Manny and Relós for all the drama you can![/sblock]
 

[sblock=Mowgs] But if the game continues past this adventure, you'll certainly be welcome to continue with us using a replacement character to be named/determined later.[/sblock]

OOC: i do so very exceedingly hope this game continues. I have
LOTS
of fun with this group and game


"Mmmmmmmanny .. .. ..Tha trap.it was meant for me." Tears well in the eyes of the young wizard.
 

Manny heads forward and Kerlan hears something. To late to do anything about it, the trap is sprung. Time seems to slow as the giant stone block begins to fall. Manny and his mount realize the danger quickly approaching but their struggle to decide which direction to flee dooms them both. As Kerlan watches, the horror of his friend's death quickly unfolds, and quickly ends. His optimistic admiration for his friend has been crushed as thoroughly as his friend. The warning about traps just moments before now seems to hold a foreboding prescience.

The enormity of the situation has yet to sink in and Kerlan is momentarily in shock. He can hear the others crying out but it all seems muffled and far away to him. As reality began to slowly crash back into place, memories of Manny sprang forth, such as the first time they met at Whirtlestaff's, the classes they took together, even the time he caught Manny eating some chocolate brownies. He never lived that one down.

Reality had set in again as he could hear the others normally and time had resumed it's steady pace. The weight of his friend's death was heavy on his heart, so heavy that he fell to his knees. "Oh gods. So ... sudden." He whispered, as silent tears began to flow down his face. He had no idea what to do now.
 

The Vault of Larin Karr

The Wizards take a moment to reflect on the loss that their group has just suffered, and consider what this means for their expedition. After a short while, though, they begin to remember that they are in what can only be considered a hostile environment where they should not needlessly tarry in one spot....
 


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