IC - Mad King's Monkey II

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The trees, ranging from 15-20 feet in height, have withdrawn somewhat.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]
 

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Li Thuan, male human monk

Thuan begins the trek back at the rear of the group. As he travels he attacks the trees to try to keep them from advancing.

[sblock=Rolls]1. To hit: 1+0=1 vs AC:17 [miss which is a success]
2. Acrobatics check: 9+13=22 vs DC: 6 [success]
3. Will save: 2+6=8 vs DC: 6 [success]
4. Attack with unarmed strike
a. Attack: 19+3=22 vs AC: 10 [hit]
b. Damage: 1+2=3 [3 damage][/sblock]
 
Last edited by a moderator:

1. defending against attacks:
1d20=20
ugh - crit
1d20=19
confirmed

- the brush and trees reach out and stab at Jan and catch him unawares as he sings his song of discordant opposition

damage:
1d6=4, 1d6=2

2. reflex save vs dc 06 mobility check
1d20+5=18

3. counter song vs mind poison dc 06 [roll at +10, so no chance of failure]
 

Ullara and Bran manage to duck and avoid the worst of the branches, Ullara fiercely mouthing the words to the cures she'd been taught as a girl. She even swipes her staff at the trees, but mostly ends up flailing. Bran, however, snaps decisively at the branches, chomping several.

[sblock=Ullara and Bran]
Ullara:
Being attacked - 7, missed.
Reflex save - 13, made it.
Will save - 15, made it.
Attacking trees - got a 10, but -4 from fighting defensively, missed.

Bran:
Being attacked - 4, missed.
Reflex save - 13, made it.
Will save - 7, made it.
Attacking trees - got a 20, -4 from fighting defensively, made it. Does 5 dmg to trees.[/sblock]
 

As Eban moved along with the others, the ominous feeling was undeniable. The ability to not have to listen to the chorus the others seemed to be trying to fend off was a bit of a welcomes curse. As the party moves along, he watches as the trees try to attack the group. His mind watches as Jan seemingly takes a hit, but Eban was quick to act. He immediately uses his innate ability to thwart the attack, opting to have the tree test its luck (Using MISFORTUNE to require the attack to have to reroll its attack on Jan - Immediate Action).

Eban moves slowly, making sure he takes his time and has secured footing while moving along. As the party seems to be intent on fighting the Netherworld, Eban holds his hands out, as if wielding a weapon of air. Within seconds, a gleaming Scimitar forms in his hands; a mischievous grin on Eban's face. As he inspects the weapon, a low hanging branch rakes across his shoulder, bringing a crimson streak of blood. "My turn..." he mutters, looking around at the branches in need of pruning.

OOC - Netherworld hit with a 19 for 3 damage, Mobility check is 16, pass. Hoping to use Jan's Will Save, not sure if Eban still needs this or not since he's deaf. Not attacking this round, as used up actions to conjure weapon (Standard), move along with the group (Move), and use Misfortune for Jan for chance to negate his wound (Immediate). Also, Eban kept his armor, as it's Steel Coat Armor, which is acceptable in his mind to travel with along with his shield. He will have offered the shield to anyone that would make use of it - otherwise it's strapped across his back for this trek back through the Netherworld.
 

Bayar gritted his teeth as the chorus rose and the trees closed in. The only thing he could think of was the repetitive chants and prayers from his boyhood - and that was not something he was going to voluntarily relieve or encourage the memory of. Feeling more secure with a shield, even a tiny archer's shield, Bayar reacted aggressively to the first tree that would have made him duck. The small axe was out of his belt and hacking into wood before he could really think through the consequences...

[sblock=rolls]
Roll 1: 1d20+0=11 [miss, AC with shield = 13]
Roll 2: Reflex save 1d20+2=5
Roll 3: Will save 1d20+1=19
Roll 4: Hand axe attack 1d20+5=14 [Hit], Damage 1d6+3=6
[/sblock]
 

As Eban moved along with the others, the ominous feeling was undeniable. The ability to not have to listen to the chorus the others seemed to be trying to fend off was a bit of a welcomes curse. As the party moves along, he watches as the trees try to attack the group. His mind watches as Jan seemingly takes a hit, but Eban was quick to act. He immediately uses his innate ability to thwart the attack, opting to have the tree test its luck (Using MISFORTUNE to require the attack to have to reroll its attack on Jan - Immediate Action).

Jan suddenly feel goosebumps, for no apparent reason, as he watches the living plant swipe at him.

1d20=2

instead of a sure rake accross his eyes, the branch totally misjudges the attack and simply swipes at open air.
 

Moment One Conclusion, Herr Bourn's Path, The Netherworld

Thuan moves easily down the path, lightly stepping between assaulting the trees while managing to land blows of his own [Damage 3].

Jan commences to sing, his song easily countering the dismal chorus of the Netherworld. But the bad has barely started down the path when he is struck a solid blow that rattles his teeth and knocks the wind out of him ... The bard has barely started down the path when he is struck a glancing blow.

Ullara, spitting curses, manages to avoid being struck, but is unsuccessful in striking back in return. Bran, however, manages to maul a one of the smaller trees crowding too close to the path [Damage 5].

Eban holds his hands out, as if wielding a weapon of air. Within seconds, a gleaming Scimitar forms in his hands; a mischievous grin on Eban's face. As he inspects the weapon, a low hanging branch rakes across his shoulder, bringing a crimson streak of blood.

Bayar, hacks successfully at a tree [Damage 6], but stumbles while doing so, going down to one knee for a moment [1 Fail].

From the centre of the group, a ray of freezing air and ice leaps from Herr Bourn's wand, but strikes nothing. Thorny branches lash out at his face, which he manages to protect with arm, but leaving his arm slashed and bleeding.

Libros moving carefully and protecting himself as best he can manages to stay safe and out of trouble.

[SBLOCK=Sense Motive or Prof Soldier DC15]For a fraction of a second the Netherworld seems to hesitate; perhaps it is a momentary stumble in the chorus, or a slightest pause in the movement of the trees. The Netherworld seems to have blinked[/SBLOCK]

[SBLOCK=Sense Motive or Prof Soldier DC20]As for DC 15 plus: Like a bully unexpectedly confronted, or overconfident army meeting stiffer resistance than expected. Doubt. The realisation that the way ahead may not be easy, that victory may not be the only possible outcome. A point of leverage. Outcomes, yet to be determined, may yet be changed by actions yet taken.[/SBLOCK]

[SBLOCK=OOC]Round Summary:

Bayar .. Wounds 0, 1 Fail
Eban ... Wounds 3, 1 Success
Jan .... Wounds 0, 1 Success
Libros . Wounds 0, 1 Success
Thuan .. Wounds 0, 1 Success
Ullara . Wounds 0, 1 Success
* Bran . Wounds 0, 1 Success
HB ..... Wounds 3, 1 Success

Netherworld Damage: 14


HB Rolls - Defence 17/3, Will 12, Reflex 15, Attack 3.
Libros Rolls: Defence 13/- (fighting defensively), Will 17, Reflex 13, Attack 5.

Jan's counter-song result [20] can be used by anyone in place of their own Will Check.

Scott - The Netherworld really doesn't like your singing it seems. Glad you jumped in to make the roll. Better outcome than my rolls.

Fangor - Eban is not required to make a Will check. You missed the opening part of the game. None of the others PC's have armour or shields, doing so in cities can bring down the wrong sort of attention. Not asking you to change, just FYI.

I think that need to develop a simple Rating System for towns/cities. It would give you something to base your decisions upon. Maybe on a 1-6 scale, something like ...

Enforcement: how active is the enforcement of laws
Culture: how strict are the restrictions on actions/dress based on class
Security: how acceptable is the bearing of arms.
Corruption: how easy is it to get around the rules/out of trouble.

Hummm ... Stay tuned.[/SBLOCK]
 

Moment Two, Herr Bourn's Path, The Netherworld

Beneath the oppressive cover of low black storm-clouds the Netherworld continues to harry and press the party as they advance. But the path remains open and clearly visible. If no better than moments ago, it has gotten no worse, unlike last time.

[SBLOCK=OOC]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)
*** Note Successes/Fails are per character, not as a party total (which may have been a better way to go. Hindsight ... :erm:)
3. Will Save vs (DC 06) or suffer -1 DEX damage.
*** May use Jan's perform check if better (20)
4. Attack/Damage rolls vs AC10 if your character chooses to make an Attack.[/SBLOCK]
 

Li Thuan, male human monk

Thuan continues his trek back at the rear of the group. As he travels he attacks the trees to try to keep them from advancing.

[sblock=Rolls]1. To hit: 4+0=4 vs AC:17 [miss which is a success]
2. Acrobatics check: 2+13=15 vs DC: 6 [success]
3. Will save: 3+6=9 vs DC: 6 [success]
4. Attack with unarmed strike
a. Attack: 11+3=14 vs AC: 10 [hit]
b. Damage: 5+2=7 [7 damage][/sblock]
 

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