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

UPSTAIRS
RORY BARBAROSSA, a short man in his 60s, balding, malnourished, unkempt, in tattered clothing, steps forward into the light. "Aye, yer not any Veiled Society," he says.

Mr. Feathers flies over to perch on Barbarossa's bent arm.

"Now where have you been, Mr. Feathers? I bet you have some stories to tell."

The bird squawks. "Treasure on the island! Treasure on the island!"

"What's that, you say?" the old seafarer asks.

"The map!" The bird squawks again.

Barbarossa brushes his three-week growth of salt and pepper beard. "Aw, yeah. That ol' thing."

Vrashek grins fiercely, and offers a slight bow to the captain. "We're here to rescue you, my friend. And if that sticks a bone in the Veiled Society's craw, then all the better."

Astra lowers her bow and nods at Barbossa. "Captain," she greets tersely. Then she looks back the way they came and keeps her arrow on the string.

"We can lower a rope from here and head back down, as long as the others haven't attracted attention," she posits...and goes to take a peek out the window to see what conditions on the ground are like.

OOC: At the moment, Astra sees not much going on out there. Geirgrim moves next to the door, but moves out of Astra's line of sight.


Barbarossa casts a sidelong glance at Astra. "Unfortunately, me lass, I'm in no shape fer climbin' anything."

"Captain Barbarossa, I presume? We should leave this compound as fast as possible. Can you move? No questions please, we can talk once we are in safety." Adam explains, trying to judge the Captain's weight.

[sblock=OOC]If he is wounded, would Adam be able to carry him? What about climbing piggybacked?[/sblock]

OOC: Adam could carry Barbarossa, if necessary. He thinks that climbing back down the way you came will be made more difficult if you have to carry the old sailor, though.


A WHISTLE blows from downstairs! There is a shuffle of feet down there, possibly out the front door!
 

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Geirgrim lashes out with his Tratnyr at the guard before him. As the weapon hits a spirit raptor can be seen in the air before the guard's face slashing with claws to drive him back.

OOC: Target must end his turn two squares from where he started or take 2 (str mod) damage.
 
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Questor, Halfling Chaos Sorcerer 6

[sblock=Insight]Sorry for my confusion earlier! I guess I somehow assumed incorrectly that only one guard ever appeared and we entered the tower to rejoin the others. Or maybe I'm just frikkin stupid?[/sblock]
When the whistle is sounded and the three additional guards exit, Questor having just fired his Chaos bolt at the only enemy he could see at the time, directs the rebounding chaos bolt at the poleaxe-weilding guard as his -- [sblock=secondary attack] (Cha vs. Will, for 1d6 phychic damage and if I roll an even number for the secondary attack, then I get another rebound, ad infinitum, until an odd number is rolled or I run out of enemies.)[/sblock]
The above is a continuation of Questor's last action. For his new action this round, he fires a new chaos bolt (at-will power) at the dagger-weilding guard. [Cha vs. Will, 1d10 + Cha mod dam, and secondary attack if roll even number for primary att, but odd number rolled so no secondary att.] The second chaos bolt slams full into the dagger-weilding guard and inflicts 6 hp psychic damage. And also, having rolled an even number for the first chaos bolt yet again, it rebounds off the wall toward the dagger-weilding guard! If a 15 is a hit, dagger-weilder takes 3 hp damage more.
[sblock=summary]The first chaos bolt having hit the initial guard to appear, rebounded toward the poleaxe weilding guard, but missed him, bounced off the wall and rebounded toward the dagger-weilding guard (not sure if a 15 att will hit or not, but since the 11 shown on the d20 is odd, this is the end of the chaos bolt). The second chaos bolt hits the dagger-weilding guard initially for 6 hp damage, and does not rebound.
[/sblock]

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

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

HP: 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 power)] 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 power)] 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(chaos power)] psy dam + push target 3 sq]
-L3 Poisonous Exhalation [+9 att, cha vs. fort, 2d8+9[+4(cha)+2(dagger)+3(chaos power)] 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 power)] 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, so +5 to melee att, +7 counting str mod)
(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 fle for his life with the half-orc Vrashek, after
pissing off the Veiled Society!
[/sblock]
 
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Barbarossa casts a sidelong glance at Astra. "Unfortunately, me lass, I'm in no shape fer climbin' anything."


"Then we do this the hard way," grunts Vrashek, daggers dancing in both hands. "Where are the stairs down? Stay behind me, and I'll see us out of this place."
 

[MENTION=4936]Shayuri[/MENTION], [MENTION=29098]Rhun[/MENTION], [MENTION=59043]Walking Dad[/MENTION]
OOC: Please make initiative checks for your characters. I'll add them into the combat scene where appropriate.
 




OOC: This completes the first combat round (see the prior page).


OUTSIDE & DOWNSTAIRS
Geirgrim lashes out with his Tratnyr at the guard before him. As the weapon hits a spirit raptor can be seen in the air before the guard's face slashing with claws to drive him back.
Geirgrim invokes the spirit raptor, whose talons rake the guard threatening Geirgrim. The guard drops in a heap, gasping for breath, but soon dying.
OOC: The rest of the action was moot, unfortunately, as this guard was a minion =(

When the whistle is sounded and the three additional guards exit, Questor having just fired his Chaos bolt at the only enemy he could see at the time, directs the rebounding chaos bolt at the poleaxe-weilding guard as his --
The chaos bolt assails the remaining guard, the one wielding a dagger, who struck Skaros. The guard reels from the blow, dropping first to his knees, then prone before the warlock.
OOC: Another dead minion.

All the guards present defeated, perhaps our heroes can safely flee the Veiled Society compound. But wait -- who blew that whistle? And what may come as a result of that piercing sound?
 
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COMBAT WITH THE GUARDS
Can our heroes escape the Veiled Society compound with Rory Barbarossa, the famed sea captain and navigator, in tow?

OOC: Initiative Order
23: Astra
20: Adam
18: Skaros
17: (Unknown)
16: Geirgrim
11: Vrashek
11: Guards
7: Questor
6: Rory Barbarossa
House Rule: Ties in initiative always go to the PC :heh:


Need actions from [MENTION=4936]Shayuri[/MENTION], [MENTION=59043]Walking Dad[/MENTION], and [MENTION=36973]stonegod[/MENTION]

Reminder: Adam, Astra, and Vrashek are upstairs with Rory Barbarossa. They will need to take move actions to get downstairs, however they wish to do this.
 

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