[Adventure] Hysteria's Ascendency (Judge: Stonegod)

johnmeier1

Explorer
Quan moves as a swarm of insects, hoping to blend into the shadows of the sewers.

OOC: If we are going south, do we have to jump across the "water"?
 

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jsb420

First Post
The party heads south, cautiously heading deeper into the sewer system.

Around the corner to the east, you enter into a large cistern with a high domed ceiling. A large pool of fetid sewer water rests in the center of the room. At various areas are what looks like lichen, dotting the floors, adding to the already treacherous pathway. A couple of rotting wooden bridges span the sludge to either side of the cistern pool. In the southern wall, a large sewer pipe juts out from the wall. It is up out of the foul sewer water, but sewer water still drips down lazily to gather in the pool. Aside from the gentle ripples in the pool, nothing stirs.
[sblock=Sewer Map]
5b7kc.jpg


Illumination: Dark; PCs must provide their own light
Sewage: Hindering Terrain (3-feet high); difficult terrain; If a non-sewer native starts their turn in the sewer sludge, they take 5 poison damage; Athletics check DC 10 to climb out
Debris: difficult terrain (O1:p4)
Sewer Slime: LEAVING the square, PC must make a Acrobatics Check (DC 10) or knocked prone[/sblock]
 

pathfinderq1

First Post
Rikka continued to pace forward through the sewer maze. She quickened her steps and jumped across one of the filth-filled channels, continuing onwards- she could only hope they were going in the right direction...

[sblock= OOC]
>move P15, Q14 running long jump R 14 S13, land at T13, U14, jump to W15; Auto-success if she can take 10, if not then Athletics 1d20+7, 2 checks for running long jumps= 16 (Succeeds for 2 squares); 8 (succeeds for 1 square); rolls Roll Lookup
>stop, look, listen: Passive Perception 30
>Further actions dependent on how the situation evolves from there

[/sblock]
 


jsb420

First Post
Round 1: Sewer Scramble

GM: [MENTION=48394]pathfinderq1[/MENTION]: When you get to U14 something happens.
[MENTION=73730]johnmeier1[/MENTION]: Go ahead and repost your actions


A ropey tentacle reaches out of the smelly sewer water and takes a swipe at the elf druid as she nimbly jumps the sewer trench. The strike just misses the nimble feline. (She can continue her move to W15)

Crossbow bolts from down the darkened corridors streak out towards the adventurers. Menacing sets of glowing red eyes shimmer in the sunrod’s light.

GM: This is the monster’s actions this round, beating everyone’s Initiative rolls.
Initiative rolls
Braddock 11
Kellindil 13
Quan 12
Orsik 14
Rikka 17
Muzdum 10

Monsters 18


[sblock=Sewer Map]
5wnHp.jpg


Illumination: Dark; PCs must provide their own light
Sewage: Hindering Terrain (3-feet high); difficult terrain; If a non-sewer native starts their turn in the sewer sludge, they take 5 poison damage; Athletics check DC 10 to climb out
Debris: difficult terrain (O1:p4)
Rickety Bridges (O16:O17 and W16W17): Acrobatics/Athletics check (DC 10) to cross
Sewer Slime: LEAVING the square, PC must make a Acrobatics Check (DC 10) or knocked prone
[/sblock]

[sblock=Enemy Actions]Otyugh (S16:T17): Move: stand; Standard: MBA (Tentacle) against Rikka (AC 22): +12 vs. AC; 1d8+5 damage and pulled 2 squares and grabbed (until escape): 1d20+12=18, 1d8+5=12 MISS

Wererat Minion 1 (L4): Move: Shift M4>L4; Standard: RBA (Crossbow) against Kellindil (AC 20): +7 vs. AC; 4 damage: 1d20+7=15 MISS; Minor: reload
Wererat Minion 2 (Q7): Move: Shift U4>T4, Standard>Move: T4>Q7; Readied Action: RBA against first enemy entering Q9:Q10 or Q13:Q20.
Wererat Minion 3 (Y15): Move: Shift Y14>Y15; Standard: RBA (Crossbow) against Rikka (AC 22): +7 vs. AC; 4 damage: 1d20+7=12 MISS; Minor: reload

Wererat 1 (i15): Move: F15>i15; Standard: RBA (Dagger) against Muzdum (AC 25): +9 vs. AC; 1d4+4 damage: 1d20+9=24, 1d4+4=6 MISS
Wererat 2 (G18): Move: G18>M18; Standard>Move: M18>O18
Wererat 3 (AB14): Move: AB14>Z18; Standard>Move: Z18>W18

Wererat Sewer Guard 1 (Q22): nothing
Wererat Sewer Guard 2 (T22): nothing
[/sblock]

[sblock=Combatants] Otyugh: ???/??? hp; AC 23, FORT 22, REF 16, WILL 19; MBA: Tentacle: Reach 2, +12 vs. AC; 1d8+5 damage and the target is pulled 2 squares and grabbed (until escape); The otyugh can grab up to 2 creatures; MBA: Diseased Bite +12 vs. AC; 1d10+5 damage and the target contracts Filth Fever.
[sblock=Escape Grab]Athletics vs. FORT 22 OR Acrobatics vs. REF 16; on a successful escape, the escapee can shift 1 square[/sblock]
[sblock=Pic]
ONZ7L.jpg
[/sblock]
Otyugh (S16:T17): ???/??? hp

Wererat Minion: 1 hp, a miss never damages a minion; AC 19, Fort 17, Ref 19, Will 14; MBA: Short Sword +9 vs. AC; 5 damage; RBA: Crossbow +7 vs. AC; 4 damage; Bite: +9 vs. AC; 3 damage and the target contracts Filth Fever. Combat Advantage: the wererat minion deals an extra 1d6 damage on melee attacks against creatures it has CA against.
[sblock=Pic]
VVikh.jpg
[/sblock]
Wererat Minion 1 (L4): 1 hp
Wererat Minion 2 (Q7): 1 hp
Wererat Minion 3 (Y15): 1 hp

Wererat: 55/55 hp; AC 19, Fort 17, Ref 19, Will 14; MBA: Short Sword +10 vs. AC; 1d6+4 damage; RBA: Dagger: +9 vs. AC; 1d4+4; Regeneration 5 (if it takes damage from a silver weapon, its regeneration doesn’t function on its next turn); Combat Advantage: the wererat deals an extra 1d6 damage on melee attacks against creatures it has CA against.
[sblock=Pic]
FUc36.jpg
[/sblock]
Wererat 1 (i15): 55/55 hp
Wererat 2 (O18): 55/55 hp
Wererat 3 (W18): 55/55 hp

Wererat Sewer Guard: ???/??? hp; AC 20, FORT 18, REF 20, WILL 16; MBA: Longsword +11 vs. AC; 1d8+4 damage, plus ongoing 5 poison damage (save ends); Regeneration 10 (if it takes damage from a silver weapon, its regeneration doesn’t function on its next turn)
[sblock=Pic]
hF9gz.jpg
[/sblock]
Wererat Sewer Guard 1 (Q22): ???/??? hp
Wererat Sewer Guard 2 (T22): ???/??? hp

Braddock (M15): 48/52 hp; HS 9/11; AP 1; Dwarven Resilience; Status:
Kellindil (L11): 38+8thp/38 hp; HS 4/6; AP 1; Second Wind; Elven Accuracy; Status:
Quan (L14): 37/37; HS 6/7; AP 1; Second Wind; Elven Accuracy; Status:
Orsik (N15): 50+3thp/53 hp; HS 8/10; Second Wind; Rune of Mending [1], [2]; Status: Filth Fever (stabilized)
Rikka (W15): 47/50 hp; HS 7/8; AP 1; Second Wind; Elven Accuracy
Muzdum (L15): 62/62; HS 12/12; AP 1; Dwarven Resilience; Status:[/sblock]

GM: Summary:
Braddock: -
Kellindil: missed
Quan: -
Orsik: -; has Filth Fever
Rikka: missed & missed
Muzdum: missed
 

pathfinderq1

First Post
Rikka gave a hissing snarl and leapt into action. She stepped forward and snapped one art's neck with a single swipe of one heavy paw- then without a pause she twisted backwards and across the bridge. The next rat was quicker, and fended off her first swipe- but not the second, which slammed him back against the wall with stunning force.


[sblock= OOC]
>Move: shift to X15
>Standard: attack with Predator's flurry, primary target is minion at Y15; 1d20+12 vs. REF= 27 (hit, kills minion); EFFECT: shift 4 (W16, W17, X18; acrobatics check 17) and secondary attack against wererat at X17, 1d20+12 vs. REF= 18 (miss); rolls Roll Lookup
>Elven accuracy reroll and secondary attack, 1d20+12 vs. REF= 19 (just hits, deals 9 damage and wererat is dazed until end of Rikka's next turn); rolls Roll Lookup
[/sblock]
 

johnmeier1

Explorer
The swarm of insects moves past allies and over the water. It reforms on the other side as Quan, who trips one wererat and spins to trip another.

OOC: I want to cross the bridge to O17 then Wild Shape shift to P18. If that does't work I would jump to P18. Athletics either way.
Move: Walk and roll (athletics)
Minor: Wild shape to elf
Standard: Dragon's Tail
If hit Free: Flurry for 4 and slide to P17 (if that counts as adjacent to me, he gets a forced movement save.
If that works Free: Supreme Flurry, shift to Q21 and do it again
 
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FourMonos

First Post
"Right. That's a large bit of sewer garbage then, isn't it?"

Braddock drops the sunrod in front of him and draws his rod in the left hand.

"Alright, let's let them have it."

He points his craghammer at the Otyugh. The green aura around the craghammer fades and a purple aura replaces it. Purple energy blasts forward into the sewer beast.

Manical laughter echoes down the sewer tunnels. It takes a moment to realize it is coming from Braddock. His hair looks wild and unkempt and his eyes twinkle with purple light.

[sblock=actions]
Free: Drop Sunrod in front of him.
Minor: Draw offhand rod.
Standard: Vestige of Xandor vs. Otyugh: 1d20+10, 2d6+10 → ([18, 10], [5, 3, 10]) Roll Lookup Hit Will 28 for 18 damage. Otyugh is influenced by "Vestige of Xandor" (save ends).
At start of each turn, target must decide to be either dazed TSNT or take 10 psychic damage.
Braddock also gains acces to Vestige of Xandor
(Movement to) Minor: Warlock's Curse wererat #2 (O18)
[/sblock]

[sblock=ministats] Braddock the Historian, level 5 Warlock
Status: +1 NAD defenses, +2 defenses vs. wererat 2 (O18)

Active Vestige: Xandor
[sblock=Vestige of Xandor]
Eyes of Vestige Augment: Deals an additional 1d8 psychic damage.
Xandor Pact Boon: Braddock can make a saving throw. If there are no effects to save against, he gains 5 THP.
[/sblock]
Init: +3 Speed: 5 Perception:12 Insight: 12
AC: 18 NAD: F: 19 R:18 W:15
HP: 48/52 Surges: 9/11 Surge Value: 13 AP: 0
Languages: Dwarven
Str:10 Dex:13 Wis:10 Con:20 Int:16 Cha:10
MBA: +12 vs. AC, 1d10+9

Powers:
At-Will: Eyes of the Vestige, Eldritch Strike, Warlock's Curse
Encounter: Clarion Call, Fortune Binding, Second Wind
Daily: Vestige of Thaxter, Charm of Hearts, Leather Armor of Dark Magesty, Vestige of Xandor

Benefits: +2 defenses against cursed enemies. +1 NAD after using Warlock's curse TENT.
[/sblock]
 
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Orsik takes running start like he'll join Rikka, but as his feet leave the pavement it's clear he's going for the rat in the sludge.

Maul held high he hits the beast while falling, great thunder echoes down the tunnel and the rat kites across the sludge all the way to otyugh in the center.

"Now, who's next? Quan, can you get on the other side of the beast so I can crash it?"

[sblock=Actions]
Move: P15 and jump 25/5 = 5 feet up and 5 squares away max avoiding OA (lands in P18)
Athletics to jump (2d20.takeHighest(1)+15=25)

Standard: Divine Rune of Thunder; Damage (1d20+12+2=24, 2d6+6=12) - Rat 2 is dazed and pushed to R15 (in hopes otyugh will take over :) )
[/sblock]

[sblock=Orsik]

Initiative +4; Senses Passive Insight 22, Passive Perception 15
HP 53/53 Bloodied 26, Surge Value 13+2, Surges 10/10
AC 21; Fortitude 20, Reflex 16, Will 20
1 AP
Speed 6 (5)

Word of Binding
Word of Dimishment


Stone's Endurance
Rune of Mending
Rune of Mending
Divine Rune of Thunder
Symbol of the Wrath Reversed
Giantkind gauntlets damage


Rune of Endless Fire
Endure Pain
Cage of Light
Shield of Sacrifice



Vengeful Maul - encounter free: add +2 to hit and +1d10 damage against the enemy that hit bloodied ally
Amulet of Life - encounter free: spend additional surge
Bracers of Escape - daily interrupt: teleport 2 squares before melee attack

[/sblock]
 
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Voda Vosa

First Post
"Ye wanna dance ratboy? Take that!" Muzdum says, as he sprints forward and throws a punch at the wererat minion, dropping him immediatly
 

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