doghead
thotd
Moment One, Herr Bourn's Path, The Netherworld
One by one the party joins Herr Bourne in the Netherworld. Around the portal the Netherworld seems to have settled back into a sullen watchfulness.
The trees, ranging from 15-20 feet in height, have withdrawn somewhat. Once more a clear path exists dropping down into the valley. While the footing remains more treacherous than normal in the Netherworld, it is no longer the climb that the party had to overcome to reach the portal. But the trees have not gone far, they crowd the sides, looming over the path and reaching into the space with menacing intention.
The discordant chorus has subsided to a low rumble like the sound of the roar of the surf heard in the distance. But as the party gather, it begins to slowly swell with an awful eagerness.
Above the portal, the great thunderhead squats. A low ceiling of black and dark grey it casts a shadow over the land that the trees gather up around themselves, shrouding their interiors in thick gloom.
Herr Bourn is about to step off when he pauses. "One last thing. Do not try and re-enter the tower without me with you. The tower is defended, and ... the guardian has a nasty streak." He shrugs apologetically.
[sblock=OOC]This time I thought I would try making the mechanics a little more transparent, and have you make all rolls. There is no requirement to link to a dice roller. Hopefully this will make it a little less frustrating, but still ... interesting. I have modified the encounter mechanics a little. It is still, however, designed to escalate
Rolls 1 - 3 required by each character. Roll 4 if your character attacks:
1. AC Check vs Netherworld Attack/Damage (Attack +0. Damage 1d6+0)
2. Mobility Check (Acrobatics, Jump, Climb, Reflex) vs (DC 06)
* Required to make a successful Move action that round. Any Round that a character does not attempt a move action (i.e. Opting for Full Defence) counts as a fail.
* Requires (3 success before 2 fails). (Not using non-lethal damage outcome this time.)
* Modifiers as discussed.
* May Assist others (DC10/+2) but doing so includes -2 modifier to own check. It is also a Standard Action.
3. Will Save vs (DC 06) or suffer -1 DEX damage.
* Modifiers as discussed.
* May use Jan's perform check if better (assuming Jan uses his Counter-spell ability)
4. Attack/Damage rolls vs AC10 (if your character chooses to make an Attack).
FYI, modifiers as discussed in OOC thread:
1. Movement through the Netherworld (at least in this part of it) is dependent on every character completing a single successful move action.
The following help with keeping footing:
a. Use of a staff or something to assist balance/stability (+2)
b. Moving more slowly (+2)
c. having more than two legs (+2)
2. As no of the characters have armour I have been using touch AC. Actions that improve defence have the usual benefit.
a. fighting defensively
b. using a shield of buckler.
c. According to Herr Bourn, fighting back is possible, and seems to keep the "trees" at bay to some extent.
3. Eban's Detect poison reveals that those suffering DEX damage were in essence poisoned by the terrible chorus. This was probably the reason for "the red flash", as the chorus was essentially everywhere in the Netherworld.
a. Jan was successfully able to block it with counter-song.
b. Herr Bourn felt reciting verse helped him (+2).[/sblock]
One by one the party joins Herr Bourne in the Netherworld. Around the portal the Netherworld seems to have settled back into a sullen watchfulness.
The trees, ranging from 15-20 feet in height, have withdrawn somewhat. Once more a clear path exists dropping down into the valley. While the footing remains more treacherous than normal in the Netherworld, it is no longer the climb that the party had to overcome to reach the portal. But the trees have not gone far, they crowd the sides, looming over the path and reaching into the space with menacing intention.
The discordant chorus has subsided to a low rumble like the sound of the roar of the surf heard in the distance. But as the party gather, it begins to slowly swell with an awful eagerness.
Above the portal, the great thunderhead squats. A low ceiling of black and dark grey it casts a shadow over the land that the trees gather up around themselves, shrouding their interiors in thick gloom.
Herr Bourn is about to step off when he pauses. "One last thing. Do not try and re-enter the tower without me with you. The tower is defended, and ... the guardian has a nasty streak." He shrugs apologetically.
[sblock=OOC]This time I thought I would try making the mechanics a little more transparent, and have you make all rolls. There is no requirement to link to a dice roller. Hopefully this will make it a little less frustrating, but still ... interesting. I have modified the encounter mechanics a little. It is still, however, designed to escalate

Rolls 1 - 3 required by each character. Roll 4 if your character attacks:
1. AC Check vs Netherworld Attack/Damage (Attack +0. Damage 1d6+0)
2. Mobility Check (Acrobatics, Jump, Climb, Reflex) vs (DC 06)
* Required to make a successful Move action that round. Any Round that a character does not attempt a move action (i.e. Opting for Full Defence) counts as a fail.
* Requires (3 success before 2 fails). (Not using non-lethal damage outcome this time.)
* Modifiers as discussed.
* May Assist others (DC10/+2) but doing so includes -2 modifier to own check. It is also a Standard Action.
3. Will Save vs (DC 06) or suffer -1 DEX damage.
* Modifiers as discussed.
* May use Jan's perform check if better (assuming Jan uses his Counter-spell ability)
4. Attack/Damage rolls vs AC10 (if your character chooses to make an Attack).
FYI, modifiers as discussed in OOC thread:
1. Movement through the Netherworld (at least in this part of it) is dependent on every character completing a single successful move action.
The following help with keeping footing:
a. Use of a staff or something to assist balance/stability (+2)
b. Moving more slowly (+2)
c. having more than two legs (+2)
2. As no of the characters have armour I have been using touch AC. Actions that improve defence have the usual benefit.
a. fighting defensively
b. using a shield of buckler.
c. According to Herr Bourn, fighting back is possible, and seems to keep the "trees" at bay to some extent.
3. Eban's Detect poison reveals that those suffering DEX damage were in essence poisoned by the terrible chorus. This was probably the reason for "the red flash", as the chorus was essentially everywhere in the Netherworld.
a. Jan was successfully able to block it with counter-song.
b. Herr Bourn felt reciting verse helped him (+2).[/sblock]