Insight's "The Isle of Dread" - Chapter One

Questor, Halfling Chaos Sorcerer 6

"OK, Vrashek, we need to get to the southern end of the docks after sundown to talk to captain Mort Wills to see about getting passage to the Isle of Dread. And hopefully we can get our hands on the map, but it's not going to do us any good as long as we're stuck in Specularum, and it does us no good to hop ship out of Specularum without having the map to show us where we're going, so we need to get both of those things accomplished."

[sblock=Questor's sheet]
Questor, Halfling Chaos Sorcerer 6
Alignment: Good

XP: 7,500+1,000[finding R. Barbarosa]=8,500+300[Ogre battle]=8,800+500[rescuing Barbarosa]=9,300

S 14 +2
D 16 +3
C 14 +2
I 11 +0
W 9 -1
C 18 +4

HP: 51/51 -- Bloodied: 25
Surges/Day: 7, Surge Value: 12

[DEFAULT MELEE ATTACK: +2DAGGER, +10 att, 1d4+4 damage, crit damage=8+2d6]
[+9 ATT BONUS ON CHA-BASED SORCERER ATTACK POWERS
+9=+3(1/2 Level)+2(magic dagger - Sorcerer Implement)+4(cha mod)]

Defenses [+2 AC versus AoO - Halfling Racial Feature]
AC: 17= 10+3(one-half level)+1(magic cloth Bloodthread Armor)+3(dex mod)
[AC: 19 when bloodied because of his Bloodthread Armor]
Fort: 15=10+3(one-half level)+2(con/str mod)
Ref: 16=10+3(one-half level)+3(dex mod)
Will: 17=10+3(one-half level)+4(cha mod)

Skills: [+2 racial bonus to Acrobatics and Thievery]
Arcana +8 = +5(trained)+3(1/2 Level)+0(int)
Bluff +12 = +5(trained)+3(1/2 Level)+4(cha)
Intimidate +14 = +5(trained)+3(1/2 Level)+4(cha)+2(item)
Diplomacy +14 = +5(trained)+3(1/2 Level)+4(cha)+2(item)

Feats:
Halfling Agility (attacker takes -2 on second chance reroll)
Arcane Spellfury (+1 to attack rolls after hitting with at-will attack)
Ritual Caster (master and perform rituals)
[Questor's Possible Next Feat -- Disciplined Wild Soul (roll twice to
determine Wild Soul damage type)]

Racial Features:
Bold - +5 racial bonus to saves vs. fear
Nimble Reaction - +2 racial bonus to AC vs. opportunity attacks
Second Chance [*Encounter* - also see below|- Immediate Interrupt
[When hit, force opp to re-roll the att & use second roll, even if it's lower (or higher)]

Class Features:
Wild Magic
-Chaos Burst - First attack roll in every battle determines special benefit:
even roll = +1 AC, odd = Questor may make a saving throw
-Chaos Power - Bonus to damage with arcane powers=Dex mod (+3)
-Unfettered Power - On natural 20 with arcane attack, slide target 1
square and knock it prone after all other effects | AND When roll
natural 1, must Push each creature w/in 5 squares of Questor 1 square
-Wild Soul - After Extended Rest, Roll 1d10 to determine Resistance (5)
until next extended rest -- [Questor's Current Wild Soul Resistance= 5/Cold]
[1-Acid/2-Cold/3-Fire/4-Force/5-Lightning/6-Necrotic/
7-Poison/8-Psychic/9-Radiant/10-Thunder]

At-Will Powers:
-L1 Chaos Bolt [+9 att, cha vs. will, 1d10+9[+4(cha)+2(dagger)+3(chaos pwr)]
psy dam secondary attack for 1d6 (+9[cha, dagger, chaos power])
dam if roll even number for primary att]
-L1 Storm Walk [+9 att, cha vs. fort, 1d8+9 [+4(cha)+2(dagger)+3(chaos pwr)]
thunder dam and shift 1 sq before or after att]

Encounter Powers:
-Racial Power: Second Chance - immediate interrupt [When an attack hits Questor,
he may force the enemy to roll the attack again [at -2 due to to Questor's Halfling
Agility Feat] and the enemy uses the second roll even if it's lower (or higher)]
-L1 Bedeviling Burst [+9 att, cha vs. will, 1d10+9[+4(cha)+2(dagger)+3(chs pwr)]
psy dam + push target 3 sq]
-L3 Poisonous Exhalation [+9 att, cha vs. fort, 2d8+9[+4(cha)+2(dagger)+3(chs pwr)]
poison dam + target is -2 fort until end of my next turn]

Daily Powers:
-L1 Dazzling Ray [+9 att, cha vs. will, 6d6+9 [+4(cha)+2(dagger)+3(chaos power)]
radiant dam and target is -3 to att if I roll an even number (save ends) miss 1/2 dam]
-L5 Reeling Torment [+9 att, cha vs. will, 3d8+9 [+4(cha)+2(dagger)+3(chaos pwr)]
psy dam +slide target 3 sq at start of each of its turns (save ends), miss 1/2 dam
and only slide 1 sq]

Utility Powers:
-L2 Elemental Shift [MINOR ACTION] [Daily] - change resistance granted by wild soul to
another type for rest of encounter + one ally w/in 5 sq gains resist 5 to that
damage type for rest of encounter, too
-L6 Swift Escape [IMMEDIATE INTERRUPT] [Encounter] : if hit by close or area att Questor
teleports 5 sq (2+dex mod)

Equipment, Including Magic:
Bloodthread Armor +1 (L5, cloth) +1 and gain +2 more to AC and saves when bloodied
Dagger +2 (L6) [+3(prof bonus)+3(1/2 Lvl)+2(Str)+2(Item)=+10 Att]
(crit - +2d6 damage) (it also adds +2 to att and dam of Sorcerer Powers)
Circlet of Authority (L7) +2 item bonus to Diplomacy and Intimidate Checks
Standard Adventurers' Kit (15 gp)
Everburning Torch (30gp)
Ritual Book (50 gp)
***Animal Messenger (10gp comp cost)
***Brew Potion (component cost = price of elixir created)
***Travellers' Feast (35 gp comp)
***Make Whole (20% of item cost for com)
***Knock (35 gp comp)
***Comprehend Language (10gp comp)
***Detect Secret Doors (25gp comp)
Ritual Components for Animal Messenger, Animal Messenger, Travellers' Feast,
Travellers' Feast, Knock, Knock, Knock, Comprehend Languages, Detect Secret Doors

Description:
Questor stands 4'1" tall and weighs 77 pounds. He is slender with piercing
bright blue eyes that shine out from his dark face. His hair is raven black
and most days he sports two days worth of stubble on his face. His long
hair is kept in check by his gleaming silver Circlet (of authority). His
dagger has a long, slender, wavy blade and its hilt is set with rhinestones.

Background:
Questor (at least he claims that's is his real name but he never
offeres a surname to go with it), was born and raised in the
halfling communities not too far from Karameikos and
Specularum. Upon becoming of age, he moved to Specularum
intending to ply his arcane talents for fun and profit. He was
making a decent living using his talents to redecorate homes,
repair pots and pans, rid houses of rodents, etc. when he
heard about the Swords of Darokin looking for talent. He
immediately applied and was accepted. [Stolen from Rhun's
post] "And immediately had to flee for his life with the
half-orc Vrashek, after pissing off the Veiled Society!

[/sblock]
 
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OOC: Does Barbarossa have any ideas about the map?

OOC: We'll assume someone asks him.


"Och, well, me lads, that's what that Veiled Society folk wanted to know. I told that Vas... something... that gent had some mighty nasty ideas about how to get me to tell 'im where the map could be found. I told the old sod that I painted the map inside of a clay urn. Painted orange and black, as I recall. Had magical help to do that, I did. But I told 'im that the urn could be anywheres. I'd not seen it in ten year or more."

"The map's safe for now. Too safe, in fact. Now, we canna get to it!"
 
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Questor, Halfling Chaos Sorcerer 6

"If we can't get to the map, what are we gonna do?? WAHH!"

[sblock=Questor's sheet]
Questor, Halfling Chaos Sorcerer 6
Alignment: Good

XP: 7,500+1,000[finding R. Barbarosa]=8,500+300[Ogre battle]=8,800+500[rescuing Barbarosa]=9,300

S 14 +2
D 16 +3
C 14 +2
I 11 +0
W 9 -1
C 18 +4

HP: 51/51 -- Bloodied: 25
Surges/Day: 7, Surge Value: 12

[DEFAULT MELEE ATTACK: +2DAGGER, +10 att, 1d4+4 damage, crit damage=8+2d6]
[+9 ATT BONUS ON CHA-BASED SORCERER ATTACK POWERS
+9=+3(1/2 Level)+2(magic dagger - Sorcerer Implement)+4(cha mod)]

Defenses [+2 AC versus AoO - Halfling Racial Feature]
AC: 17= 10+3(one-half level)+1(magic cloth Bloodthread Armor)+3(dex mod)
[AC: 19 when bloodied because of his Bloodthread Armor]
Fort: 15=10+3(one-half level)+2(con/str mod)
Ref: 16=10+3(one-half level)+3(dex mod)
Will: 17=10+3(one-half level)+4(cha mod)

Skills: [+2 racial bonus to Acrobatics and Thievery]
Arcana +8 = +5(trained)+3(1/2 Level)+0(int)
Bluff +12 = +5(trained)+3(1/2 Level)+4(cha)
Intimidate +14 = +5(trained)+3(1/2 Level)+4(cha)+2(item)
Diplomacy +14 = +5(trained)+3(1/2 Level)+4(cha)+2(item)

Feats:
Halfling Agility (attacker takes -2 on second chance reroll)
Arcane Spellfury (+1 to attack rolls after hitting with at-will attack)
Ritual Caster (master and perform rituals)
[Questor's Possible Next Feat -- Disciplined Wild Soul (roll twice to
determine Wild Soul damage type)]

Racial Features:
Bold - +5 racial bonus to saves vs. fear
Nimble Reaction - +2 racial bonus to AC vs. opportunity attacks
Second Chance [*Encounter* - also see below|- Immediate Interrupt
[When hit, force opp to re-roll the att & use second roll, even if it's lower (or higher)]

Class Features:
Wild Magic
-Chaos Burst - First attack roll in every battle determines special benefit:
even roll = +1 AC, odd = Questor may make a saving throw
-Chaos Power - Bonus to damage with arcane powers=Dex mod (+3)
-Unfettered Power - On natural 20 with arcane attack, slide target 1
square and knock it prone after all other effects | AND When roll
natural 1, must Push each creature w/in 5 squares of Questor 1 square
-Wild Soul - After Extended Rest, Roll 1d10 to determine Resistance (5)
until next extended rest -- [Questor's Current Wild Soul Resistance= 5/Cold]
[1-Acid/2-Cold/3-Fire/4-Force/5-Lightning/6-Necrotic/
7-Poison/8-Psychic/9-Radiant/10-Thunder]

At-Will Powers:
-L1 Chaos Bolt [+9 att, cha vs. will, 1d10+9[+4(cha)+2(dagger)+3(chaos pwr)]
psy dam secondary attack for 1d6 (+9[cha, dagger, chaos power])
dam if roll even number for primary att]
-L1 Storm Walk [+9 att, cha vs. fort, 1d8+9 [+4(cha)+2(dagger)+3(chaos pwr)]
thunder dam and shift 1 sq before or after att]

Encounter Powers:
-Racial Power: Second Chance - immediate interrupt [When an attack hits Questor,
he may force the enemy to roll the attack again [at -2 due to to Questor's Halfling
Agility Feat] and the enemy uses the second roll even if it's lower (or higher)]
-L1 Bedeviling Burst [+9 att, cha vs. will, 1d10+9[+4(cha)+2(dagger)+3(chs pwr)]
psy dam + push target 3 sq]
-L3 Poisonous Exhalation [+9 att, cha vs. fort, 2d8+9[+4(cha)+2(dagger)+3(chs pwr)]
poison dam + target is -2 fort until end of my next turn]

Daily Powers:
-L1 Dazzling Ray [+9 att, cha vs. will, 6d6+9 [+4(cha)+2(dagger)+3(chaos power)]
radiant dam and target is -3 to att if I roll an even number (save ends) miss 1/2 dam]
-L5 Reeling Torment [+9 att, cha vs. will, 3d8+9 [+4(cha)+2(dagger)+3(chaos pwr)]
psy dam +slide target 3 sq at start of each of its turns (save ends), miss 1/2 dam
and only slide 1 sq]

Utility Powers:
-L2 Elemental Shift [MINOR ACTION] [Daily] - change resistance granted by wild soul to
another type for rest of encounter + one ally w/in 5 sq gains resist 5 to that
damage type for rest of encounter, too
-L6 Swift Escape [IMMEDIATE INTERRUPT] [Encounter] : if hit by close or area att Questor
teleports 5 sq (2+dex mod)

Equipment, Including Magic:
Bloodthread Armor +1 (L5, cloth) +1 and gain +2 more to AC and saves when bloodied
Dagger +2 (L6) [+3(prof bonus)+3(1/2 Lvl)+2(Str)+2(Item)=+10 Att]
(crit - +2d6 damage) (it also adds +2 to att and dam of Sorcerer Powers)
Circlet of Authority (L7) +2 item bonus to Diplomacy and Intimidate Checks
Standard Adventurers' Kit (15 gp)
Everburning Torch (30gp)
Ritual Book (50 gp)
***Animal Messenger (10gp comp cost)
***Brew Potion (component cost = price of elixir created)
***Travellers' Feast (35 gp comp)
***Make Whole (20% of item cost for com)
***Knock (35 gp comp)
***Comprehend Language (10gp comp)
***Detect Secret Doors (25gp comp)
Ritual Components for Animal Messenger, Animal Messenger, Travellers' Feast,
Travellers' Feast, Knock, Knock, Knock, Comprehend Languages, Detect Secret Doors

Description:
Questor stands 4'1" tall and weighs 77 pounds. He is slender with piercing
bright blue eyes that shine out from his dark face. His hair is raven black
and most days he sports two days worth of stubble on his face. His long
hair is kept in check by his gleaming silver Circlet (of authority). His
dagger has a long, slender, wavy blade and its hilt is set with rhinestones.

Background:
Questor (at least he claims that's is his real name but he never
offeres a surname to go with it), was born and raised in the
halfling communities not too far from Karameikos and
Specularum. Upon becoming of age, he moved to Specularum
intending to ply his arcane talents for fun and profit. He was
making a decent living using his talents to redecorate homes,
repair pots and pans, rid houses of rodents, etc. when he
heard about the Swords of Darokin looking for talent. He
immediately applied and was accepted. [Stolen from Rhun's
post] "And immediately had to flee for his life with the
half-orc Vrashek, after pissing off the Veiled Society!

[/sblock]
 

Vrashek pushes down the urge to slap his whiny companion, and scratches at his jaw. "Well, we must have the map. Is there perhaps some magic available that cold help us find the vase?"
 

Vrashek pushes down the urge to slap his whiny companion, and scratches at his jaw. "Well, we must have the map. Is there perhaps some magic available that cold help us find the vase?"

OOC: Vrashek would recall that those dwarves hired by Vas-Hathath were in the sewers looking for the urn. Perhaps they might have some leads.

He would also remember that the bookshop owner seemed to know something of the map's whereabouts.

Those are two leads worth following.

You guys also have the option of meeting Captain Rex at Shanty's End.
 

Skaros considers their options, and lets the group know he was going to take the "civilized" route and stay away from the sewers. The booksman would be their ticket. Entering the store, he takes the proprietor aside and whispers, I here you know something about a map. A Dreadful map. It would be best for everyone involved if I knew everything about this map as soon as possible. His eyes flashed red as he spoke.
OOC: Let's do this. Find the bookstore owner. Subtly hint that things will go bad (not necessarily for him, but who knows). Use my power to boost Intimidate and then roll: 18, the worst possible roll (but not an auto fail, at least).
 

Skaros considers their options, and lets the group know he was going to take the "civilized" route and stay away from the sewers. The booksman would be their ticket. Entering the store, he takes the proprietor aside and whispers, I here you know something about a map. A Dreadful map. It would be best for everyone involved if I knew everything about this map as soon as possible. His eyes flashed red as he spoke.
OOC: Let's do this. Find the bookstore owner. Subtly hint that things will go bad (not necessarily for him, but who knows). Use my power to boost Intimidate and then roll: 18, the worst possible roll (but not an auto fail, at least).

Raef Boloum, the proprietor in question, is taken aback by Skaros' presence, but seems none the worse for the exchange.

"Really, sir," he says with some disdain. "Have you forgotten already our conversation from yesterday?"

OOC: I can't recall who came into the book store, so I'm going to assume that most of you were in here. Raef would certainly recognize all of you from the tavern next door - where you first met him before he went to his shop.


"As I said, I had the map to the Isle of Dread in my possession some time ago. I was hesitant to give you further details. The reason for this, which is, admittedly, a bit of an embarassment, well... I have my professional pride, you see. My customers expect a certain amount of decorum. A certain amount of discretion. And I aim to give it. Whenever possible."

Boloum sits down on a plush chair in the corner and sighs. "But I suppose you've already run afoul of the Veiled Society, haven't you? I'm not sure whatever information I give you is going to make anything any worse, now, is it?"

Boloum picks up a large book with a red velvet cover. He opens the book and pages through the middle of it. "The dealings I had with this map were quite some time ago. Nearly a decade. I'm not sure how useful this information will be, but I will make you a deal. If I give you what I know, you will be out of my shop and never to return. Agreed?"

OOC: Skaros earned the group another failure with his Intimidate check. I will, however, allow someone - Skaros or otherwise - to spend an Action Point to negate the failure. The skill check still fails, but it will not bring the skill challenge to an abrupt end.
 
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To Sea!
The final sequence of Chapter One continues as the heroes attempt to find the map and a ship to take them to the Isle of Dread.

While some of the others start knocking around for a ship, Astra goes back into the sewers to track down those dwarves. She doesn't want to talk to them...not her strong suit...but she wants to see if they're still down there. If so, it implies the map hasn't been found yet. That's good.

Assuming the dwarves are still hard at work, she goes to the intersection Questor mentioned and returns to the sewers directly underneath it, to do a little reconnoitering. If she doesn't see anything, she'll have to return with some others to do some digging.

(So...Perception, I guess? Maybe to track the dwarves down or find evidence of the pottery under the intersection?)

Astra spends a good deal of time in and around the sewers - probably the majority of the afternoon (and will miss the event at Boloum's Books).

Astra learns that the dwarves are STILL down in the sewers. Still drinking and loudly and atonally singing dwarven labor shanties. They have moved on from where the group met them before, but from all accounts, they are still working on the same task.

While Astra sneaks around the aforementioned intersection, she does not notice anything out of place. It is a middle class shopping district, and not terribly interesting. All Astra really learns here is that there is an easy access to the sewers - if one is interested in that sort of thing. At least, if the group wishes to return to the sewers, they need not use the secret passage beneath Boloum's Books.

OOC: This awards the group a SUCCESS in the skill challenge!


SUCCESSES: 1
Success Point: The heroes have acquired some map to the Isle of Dread and have hired a ship to sail there.
FAILURES: 2
Failure Point: The Veiled Society catches up to the heroes before they can set sail.

OOC: One more failure means that the skill challenge fails. See the post above for your options.
 
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I should point out that I'm treating Astra's attempt and whatever happens at Boloum's Books as taking approxmately the same amount of time. That way, when these events are completed, the group can meet up wherever they decided to do so and be on the same tracks. I should also point out that other people can still do things during this time frame. Skaros and Astra have acted, but the rest of you can still make skill checks if you want.

After these events, it should be around nightfall.
 
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